Minor tweaks to get the fbconfig list returned by __driCreateNewScreen
to pass through filter_modes (in libGL) properly.
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@@ -122,12 +122,12 @@ static __GLcontextModes * fill_in_modes( __GLcontextModes * modes,
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{
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static const uint8_t bits[2][4] = {
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{ 5, 6, 5, 0 },
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{ 8, 8, 8, 0 }
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{ 8, 8, 8, 8 }
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};
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static const uint32_t masks[2][4] = {
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{ 0x0000F800, 0x000007E0, 0x0000001F, 0x00000000 },
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{ 0x00FF0000, 0x0000FF00, 0x000000FF, 0x00000000 }
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{ 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000 }
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};
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unsigned i;
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@@ -146,12 +146,12 @@ static __GLcontextModes * fill_in_modes( __GLcontextModes * modes,
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modes->blueMask = masks[index][2];
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modes->alphaMask = masks[index][3];
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modes->rgbBits = modes->redBits + modes->greenBits
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+ modes->blueBits;
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+ modes->blueBits + modes->alphaBits;
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modes->accumRedBits = 16 * j;
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modes->accumGreenBits = 16 * j;
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modes->accumBlueBits = 16 * j;
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modes->accumAlphaBits = 0;
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modes->accumAlphaBits = 16 * j;
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modes->visualRating = (j == 0) ? GLX_NONE : GLX_SLOW_CONFIG;
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modes->stencilBits = stencil_bits;
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@@ -205,6 +205,7 @@ r200FillInModes( unsigned pixel_bits, unsigned depth_bits,
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{ 0, 0 }
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};
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depth_buffer_modes[0][0] = depth_bits;
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depth_buffer_modes[1][0] = depth_bits;
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depth_buffer_modes[1][1] = stencil_bits;
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