293 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			293 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C
		
	
	
	
/* $XFree86: xc/programs/Xserver/GL/glx/glxbuf.c,v 1.6 2001/03/25 05:32:01 tsi Exp $ */
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/*
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** License Applicability. Except to the extent portions of this file are
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** made subject to an alternative license as permitted in the SGI Free
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** Software License B, Version 1.1 (the "License"), the contents of this
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** file are subject only to the provisions of the License. You may not use
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** this file except in compliance with the License. You may obtain a copy
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** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
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** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
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** 
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** http://oss.sgi.com/projects/FreeB
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** 
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** Note that, as provided in the License, the Software is distributed on an
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** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
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** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
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** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
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** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
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** 
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** Original Code. The Original Code is: OpenGL Sample Implementation,
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** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
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** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
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** Copyright in any portions created by third parties is as indicated
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** elsewhere herein. All Rights Reserved.
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** 
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** Additional Notice Provisions: The application programming interfaces
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** established by SGI in conjunction with the Original Code are The
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** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
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** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
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** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
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** Window System(R) (Version 1.3), released October 19, 1998. This software
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** was created using the OpenGL(R) version 1.2.1 Sample Implementation
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** published by SGI, but has not been independently verified as being
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** compliant with the OpenGL(R) version 1.2.1 Specification.
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**
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*/
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#include "glxserver.h"
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#include "glxutil.h"
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#include "glxbuf.h"
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#include "glxfb.h"
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#include "glxmem.h"
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#include "glxpix.h"
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void
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__glXFBInitDrawable(__GLXdrawablePrivate *glxPriv, __GLcontextModes *modes)
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{
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    __GLdrawablePrivate *glPriv;
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    GLint rgbBits;
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    GLint accumBits;
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    glPriv = &glxPriv->glPriv;
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    rgbBits = modes->rgbBits;
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    accumBits = modes->accumRedBits + modes->accumGreenBits +
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	modes->accumBlueBits + modes->accumAlphaBits;
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#if defined(__GL_ALIGNED_BUFFERS)
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    /* initialize pixel alignments (for more details see context.h) */
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    glPriv->xAlignment = 1;
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    glPriv->yAlignment = 1;
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#endif
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    glxPriv->swapBuffers = __glXFBMemSwapBuffers;
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    glPriv->yInverted = GL_TRUE;	/* Y is upside-down */
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    if (modes->doubleBufferMode) {
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	if (modes->colorIndexMode) {
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	    __glXInitFB(&glPriv->frontBuffer, glPriv, modes->indexBits);
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	    __glXInitMem(&glPriv->backBuffer, glPriv, modes->indexBits);
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	} else {
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	    __glXInitFB(&glPriv->frontBuffer, glPriv, rgbBits);
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	    __glXInitMem(&glPriv->backBuffer, glPriv, rgbBits);
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	}
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    } else {
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	if (modes->colorIndexMode) {
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	    __glXInitFB(&glPriv->frontBuffer, glPriv, modes->indexBits);
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	} else {
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	    __glXInitFB(&glPriv->frontBuffer, glPriv, rgbBits);
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	}
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    }
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#if defined(__GL_MAX_AUXBUFFERS) && (__GL_MAX_AUXBUFFERS > 0)
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    if (modes->maxAuxBuffers > 0) {
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	GLint i;
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	for (i=0; i < modes->maxAuxBuffers; i++) {
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	    if (modes->colorIndexMode) {
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		__glXInitMem(&glPriv->auxBuffer[i], glPriv, modes->indexBits);
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	    } else {
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		__glXInitMem(&glPriv->auxBuffer[i], glPriv, rgbBits);
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	    }
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	}
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    }
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#endif
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    if (modes->haveAccumBuffer) {
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	__glXInitMem(&glPriv->accumBuffer, glPriv, accumBits);
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    }
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    if (modes->haveDepthBuffer) {
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	__glXInitMem(&glPriv->depthBuffer, glPriv, modes->depthBits);
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    }
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    if (modes->haveStencilBuffer) {
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	__glXInitMem(&glPriv->stencilBuffer, glPriv, modes->stencilBits);
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    }
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}
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void
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__glXPixInitDrawable(__GLXdrawablePrivate *glxPriv, __GLcontextModes *modes)
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{
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    __GLdrawablePrivate *glPriv;
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    GLint rgbBits;
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    GLint accumBits;
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    assert(glxPriv->pGlxPixmap);
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    glPriv = &glxPriv->glPriv;
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    rgbBits = modes->rgbBits;
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    accumBits = modes->accumRedBits + modes->accumGreenBits +
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	modes->accumBlueBits + modes->accumAlphaBits;
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#if defined(__GL_ALIGNED_BUFFERS)
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    /* initialize pixel alignments (for more details see context.h) */
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    glPriv->xAlignment = 1;
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    glPriv->yAlignment = 1;
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#endif
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    glxPriv->swapBuffers = (GLboolean (*)(__GLXdrawablePrivate *))__glXNop;
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    glPriv->yInverted = GL_FALSE;
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    if (modes->doubleBufferMode) {
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	if (modes->colorIndexMode) {
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	    __glXInitPix(&glPriv->frontBuffer, glPriv, rgbBits,
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			 glxPriv->drawId, glxPriv->pGlxPixmap);
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	    __glXInitMem(&glPriv->backBuffer, glPriv, modes->indexBits);
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	} else {
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	    __glXInitPix(&glPriv->frontBuffer, glPriv, rgbBits,
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			 glxPriv->drawId, glxPriv->pGlxPixmap);
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	    __glXInitMem(&glPriv->backBuffer, glPriv, rgbBits);
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	}
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    } else {
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	if (modes->colorIndexMode) {
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	    __glXInitPix(&glPriv->frontBuffer, glPriv, rgbBits, 
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			 glxPriv->drawId, glxPriv->pGlxPixmap);
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	} else {
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	    __glXInitPix(&glPriv->frontBuffer, glPriv, rgbBits,
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			 glxPriv->drawId, glxPriv->pGlxPixmap);
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	}
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    }
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#if defined(__GL_MAX_AUXBUFFERS) && (__GL_MAX_AUXBUFFERS > 0)
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    if (modes->maxAuxBuffers > 0) {
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	GLint i;
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	for (i=0; i < modes->maxAuxBuffers; i++) {
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	    if (modes->colorIndexMode) {
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		__glXInitMem(&glPriv->auxBuffer[i], glPriv, modes->indexBits);
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	    } else {
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		__glXInitMem(&glPriv->auxBuffer[i], glPriv, rgbBits);
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	    }
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	}
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    }
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#endif
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    if (modes->haveAccumBuffer) {
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	__glXInitMem(&glPriv->accumBuffer, glPriv, accumBits);
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    }
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    if (modes->haveDepthBuffer) {
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	__glXInitMem(&glPriv->depthBuffer, glPriv, modes->depthBits);
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    }
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    if (modes->haveStencilBuffer) {
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	__glXInitMem(&glPriv->stencilBuffer, glPriv, modes->stencilBits);
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    }
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}
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#define __GLX_SET_ACCEL_BUFFER_MASK(bm) \
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    if (status == GL_FALSE) return GL_FALSE; \
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    if (status == GL_TRUE) accelBufferMask |= bm; \
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    /* for __GL_BUFFER_FALLBACK don't do anything */
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GLboolean
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__glXResizeBuffers(__GLdrawablePrivate *glPriv,
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		   GLint x, GLint y, GLuint width, GLuint height)
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{
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    __GLcontextModes *modes;
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    __GLdrawableRegion *glRegion;
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    GLboolean status;
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    GLuint accelBufferMask;
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    modes = glPriv->modes;
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    accelBufferMask = 0;
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    status = (*glPriv->frontBuffer.resize)(&glPriv->frontBuffer,
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					   x, y, width, height, glPriv,
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					   __GL_FRONT_BUFFER_MASK);
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    __GLX_SET_ACCEL_BUFFER_MASK(__GL_FRONT_BUFFER_MASK);
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    if (modes->doubleBufferMode) {
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	status = (*glPriv->backBuffer.resize)(&glPriv->backBuffer,
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					      x, y, width, height, glPriv,
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					      __GL_BACK_BUFFER_MASK);
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	__GLX_SET_ACCEL_BUFFER_MASK(__GL_BACK_BUFFER_MASK);
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    }
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#if defined(__GL_MAX_AUXBUFFERS) && (__GL_MAX_AUXBUFFERS > 0)
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    if (modes->maxAuxBuffers > 0) {
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	GLint i;
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	for (i=0; i < modes->maxAuxBuffers; i++) {
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	    status = (*glPriv->auxBuffers[i].resize)(&glPriv->auxBuffer[i],
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						     x, y, width, height, 
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						     glPriv,
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						     __GL_AUX_BUFFER_MASK(i));
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	    __GLX_SET_ACCEL_BUFFER_MASK(__GL_AUX_BUFFER_MASK(i));
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	}
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    }
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#endif
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    if (modes->haveAccumBuffer) {
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	status = (*glPriv->accumBuffer.resize)(&glPriv->accumBuffer,
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					       x, y, width, height, glPriv,
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					       __GL_ACCUM_BUFFER_MASK);
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	__GLX_SET_ACCEL_BUFFER_MASK(__GL_ACCUM_BUFFER_MASK);
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    }
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    if (modes->haveDepthBuffer) {
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	status = (*glPriv->depthBuffer.resize)(&glPriv->depthBuffer,
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					       x, y, width, height, glPriv,
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					       __GL_DEPTH_BUFFER_MASK);
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	__GLX_SET_ACCEL_BUFFER_MASK(__GL_DEPTH_BUFFER_MASK);
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    }
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    if (modes->haveStencilBuffer) {
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	status = (*glPriv->stencilBuffer.resize)(&glPriv->stencilBuffer,
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						 x, y, width, height, glPriv,
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						 __GL_STENCIL_BUFFER_MASK);
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	__GLX_SET_ACCEL_BUFFER_MASK(__GL_STENCIL_BUFFER_MASK);
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    }
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    glPriv->accelBufferMask = accelBufferMask;
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    /* finally, update the ownership region */
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    glRegion = &glPriv->ownershipRegion;
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    glRegion->numRects = 1;
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    glRegion->rects[0].x0 = 0;
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    glRegion->rects[0].y0 = 0;
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    glRegion->rects[0].x1 = width;
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    glRegion->rects[0].y1 = height;
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    return GL_TRUE;
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}
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void
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__glXFreeBuffers(__GLXdrawablePrivate *glxPriv)
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{
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    __GLdrawablePrivate *glPriv = &glxPriv->glPriv;
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#if defined(__GL_MAX_AUXBUFFERS) && (__GL_MAX_AUXBUFFERS > 0)
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    __GLcontextModes *modes = glPriv->modes;
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#endif
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    if (glPriv->frontBuffer.free) {
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	(*glPriv->frontBuffer.free)(&glPriv->frontBuffer, glPriv);
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    }
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    if (glPriv->backBuffer.free) {
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	(*glPriv->backBuffer.free)(&glPriv->backBuffer, glPriv);
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    }
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#if defined(__GL_MAX_AUXBUFFERS) && (__GL_MAX_AUXBUFFERS > 0)
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    if (modes->maxAuxBuffers > 0) {
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	GLint i;
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	for (i=0; i < modes->maxAuxBuffers; i++) {
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	    if (glPriv->auxBuffer[i].free) {
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		(*glPriv->auxBuffer[i].free)(&glPriv->auxBuffer[i], glPriv);
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	    }
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	}
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    }
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#endif
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    if (glPriv->accumBuffer.free) {
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	(*glPriv->accumBuffer.free)(&glPriv->accumBuffer, glPriv);
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    }
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    if (glPriv->depthBuffer.free) {
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	(*glPriv->depthBuffer.free)(&glPriv->depthBuffer, glPriv);
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    }
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    if (glPriv->stencilBuffer.free) {
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	(*glPriv->stencilBuffer.free)(&glPriv->stencilBuffer, glPriv);
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    }
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}
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