Add top-level build support for GL X server (not working yet)
Fix a few allocation bugs with alternate visual ids Allow for non-8/8/8 alternate visuals Turn off any existing shadow before enabling it again (avoids re-registering existing damage) Add some validation code to catch re-registered damages
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@ -68,13 +68,12 @@ KdShadowSet (ScreenPtr pScreen, int randr, ShadowUpdateProc update, ShadowWindow
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KdScreenInfo *screen = pScreenPriv->screen;
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KdScreenInfo *screen = pScreenPriv->screen;
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int fb;
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int fb;
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shadowUnset (pScreen);
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for (fb = 0; fb < KD_MAX_FB && screen->fb[fb].depth; fb++)
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for (fb = 0; fb < KD_MAX_FB && screen->fb[fb].depth; fb++)
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{
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{
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if (screen->fb[fb].shadow)
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if (screen->fb[fb].shadow)
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return shadowSet (pScreen, (*pScreen->GetScreenPixmap) (pScreen),
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return shadowSet (pScreen, (*pScreen->GetScreenPixmap) (pScreen),
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update, window, randr, 0);
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update, window, randr, 0);
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else
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shadowUnset (pScreen);
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}
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}
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return TRUE;
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return TRUE;
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}
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}
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