implemented fallbacks for GL_EXT_packed_depth_stencil
This commit is contained in:
+216
-56
@@ -64,30 +64,30 @@ read_color_image( GLcontext *ctx, GLint x, GLint y,
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GLsizei width, GLsizei height )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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GLint stride, i;
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const GLint stride = 4 * width;
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GLint i;
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GLchan *image, *dst;
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image = (GLchan *) _mesa_malloc(width * height * 4 * sizeof(GLchan));
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if (!image)
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return NULL;
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RENDER_START(swrast,ctx);
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RENDER_START(swrast, ctx);
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dst = image;
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stride = width * 4;
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for (i = 0; i < height; i++) {
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_swrast_read_rgba_span(ctx, ctx->ReadBuffer->_ColorReadBuffer,
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width, x, y + i, (GLchan (*)[4]) dst);
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dst += stride;
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}
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RENDER_FINISH(swrast,ctx);
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RENDER_FINISH(swrast, ctx);
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return image;
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}
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/*
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/**
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* As above, but read data from depth buffer.
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*/
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static GLfloat *
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@@ -104,7 +104,7 @@ read_depth_image( GLcontext *ctx, GLint x, GLint y,
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if (!image)
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return NULL;
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RENDER_START(swrast,ctx);
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RENDER_START(swrast, ctx);
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dst = image;
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for (i = 0; i < height; i++) {
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@@ -112,12 +112,100 @@ read_depth_image( GLcontext *ctx, GLint x, GLint y,
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dst += width;
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}
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RENDER_FINISH(swrast,ctx);
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RENDER_FINISH(swrast, ctx);
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return image;
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}
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/**
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* As above, but read data from depth+stencil buffers.
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*/
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static GLuint *
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read_depth_stencil_image(GLcontext *ctx, GLint x, GLint y,
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GLsizei width, GLsizei height)
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{
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struct gl_renderbuffer *depthRb
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= ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
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struct gl_renderbuffer *stencilRb
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= ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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GLuint *image, *dst;
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GLint i;
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ASSERT(depthRb);
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ASSERT(stencilRb);
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image = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint));
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if (!image)
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return NULL;
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RENDER_START(swrast, ctx);
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/* read from depth buffer */
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dst = image;
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if (depthRb->DataType == GL_UNSIGNED_INT) {
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for (i = 0; i < height; i++) {
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_swrast_get_row(ctx, depthRb, width, x, y + i, dst, sizeof(GLuint));
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dst += width;
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}
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}
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else {
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GLuint z16[MAX_WIDTH];
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ASSERT(depthRb->DataType == GL_UNSIGNED_SHORT);
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for (i = 0; i < height; i++) {
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GLint j;
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_swrast_get_row(ctx, depthRb, width, x, y + i, z16, sizeof(GLushort));
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for (j = 0; j < width; j++) {
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dst[j] = z16[j];
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}
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dst += width;
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}
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}
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/* put depth values into bits 0xffffff00 */
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if (depthRb->DepthBits == 24) {
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GLint j;
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for (j = 0; j < width * height; j++) {
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image[j] <<= 8;
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}
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}
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else if (depthRb->DepthBits == 16) {
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GLint j;
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for (j = 0; j < width * height; j++) {
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image[j] = (image[j] << 16) | (image[j] & 0xff00);
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}
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}
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else {
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/* this handles arbitrary depthBits >= 12 */
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GLint lShift = 32 - depthRb->DepthBits;
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GLint rShift = depthRb->DepthBits;
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GLint j;
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for (j = 0; j < width * height; j++) {
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GLuint z = (image[j] << lShift);
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image[j] = z | (z >> rShift);
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}
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}
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/* read stencil values and interleave into image array */
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dst = image;
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for (i = 0; i < height; i++) {
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GLstencil stencil[MAX_WIDTH];
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GLint j;
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ASSERT(sizeof(GLstencil) == stencilRb->StencilBits);
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_swrast_get_row(ctx, stencilRb, width, x, y + i,
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stencil, sizeof(GLstencil));
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for (j = 0; j < width; j++) {
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dst[j] = (dst[j] & 0xffffff00) | (stencil[j] & 0xff);
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}
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dst += width;
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}
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RENDER_FINISH(swrast, ctx);
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return image;
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}
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static GLboolean
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is_depth_format(GLenum format)
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@@ -134,6 +222,19 @@ is_depth_format(GLenum format)
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}
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static GLboolean
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is_depth_stencil_format(GLenum format)
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{
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switch (format) {
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case GL_DEPTH_STENCIL_EXT:
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case GL_DEPTH24_STENCIL8_EXT:
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return GL_TRUE;
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default:
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return GL_FALSE;
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}
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}
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/*
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* Fallback for Driver.CopyTexImage1D().
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*/
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@@ -161,12 +262,25 @@ _swrast_copy_teximage1d( GLcontext *ctx, GLenum target, GLint level,
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D");
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return;
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}
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/* call glTexImage1D to redefine the texture */
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(*ctx->Driver.TexImage1D)(ctx, target, level, internalFormat,
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width, border,
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GL_DEPTH_COMPONENT, GL_FLOAT, image,
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&ctx->DefaultPacking, texObj, texImage);
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ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
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width, border,
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GL_DEPTH_COMPONENT, GL_FLOAT, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else if (is_depth_stencil_format(internalFormat)) {
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/* read depth/stencil image from framebuffer */
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GLuint *image = read_depth_stencil_image(ctx, x, y, width, 1);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D");
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return;
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}
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/* call glTexImage1D to redefine the texture */
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ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
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width, border,
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GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
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image, &ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else {
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@@ -176,12 +290,11 @@ _swrast_copy_teximage1d( GLcontext *ctx, GLenum target, GLint level,
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D");
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return;
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}
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/* call glTexImage1D to redefine the texture */
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(*ctx->Driver.TexImage1D)(ctx, target, level, internalFormat,
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width, border,
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GL_RGBA, CHAN_TYPE, image,
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&ctx->DefaultPacking, texObj, texImage);
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ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
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width, border,
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GL_RGBA, CHAN_TYPE, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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@@ -220,12 +333,24 @@ _swrast_copy_teximage2d( GLcontext *ctx, GLenum target, GLint level,
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D");
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return;
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}
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/* call glTexImage2D to redefine the texture */
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(*ctx->Driver.TexImage2D)(ctx, target, level, internalFormat,
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width, height, border,
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GL_DEPTH_COMPONENT, GL_FLOAT, image,
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&ctx->DefaultPacking, texObj, texImage);
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ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
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width, height, border,
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GL_DEPTH_COMPONENT, GL_FLOAT, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else if (is_depth_stencil_format(internalFormat)) {
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GLuint *image = read_depth_stencil_image(ctx, x, y, width, height);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D");
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return;
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}
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/* call glTexImage2D to redefine the texture */
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ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
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width, height, border,
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GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
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image, &ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else {
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@@ -235,12 +360,11 @@ _swrast_copy_teximage2d( GLcontext *ctx, GLenum target, GLint level,
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D");
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return;
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}
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/* call glTexImage2D to redefine the texture */
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(*ctx->Driver.TexImage2D)(ctx, target, level, internalFormat,
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width, height, border,
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GL_RGBA, CHAN_TYPE, image,
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&ctx->DefaultPacking, texObj, texImage);
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ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
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width, height, border,
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GL_RGBA, CHAN_TYPE, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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@@ -279,9 +403,22 @@ _swrast_copy_texsubimage1d( GLcontext *ctx, GLenum target, GLint level,
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}
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/* call glTexSubImage1D to redefine the texture */
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(*ctx->Driver.TexSubImage1D)(ctx, target, level, xoffset, width,
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GL_DEPTH_COMPONENT, GL_FLOAT, image,
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&ctx->DefaultPacking, texObj, texImage);
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ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
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GL_DEPTH_COMPONENT, GL_FLOAT, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else if (texImage->Format == GL_DEPTH_STENCIL_EXT) {
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/* read depth/stencil image from framebuffer */
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GLuint *image = read_depth_stencil_image(ctx, x, y, width, 1);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D");
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return;
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}
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/* call glTexImage1D to redefine the texture */
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ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
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GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
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image, &ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else {
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@@ -291,11 +428,10 @@ _swrast_copy_texsubimage1d( GLcontext *ctx, GLenum target, GLint level,
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_mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D" );
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return;
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}
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/* now call glTexSubImage1D to do the real work */
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(*ctx->Driver.TexSubImage1D)(ctx, target, level, xoffset, width,
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GL_RGBA, CHAN_TYPE, image,
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&ctx->DefaultPacking, texObj, texImage);
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ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
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GL_RGBA, CHAN_TYPE, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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@@ -334,12 +470,25 @@ _swrast_copy_texsubimage2d( GLcontext *ctx,
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D");
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return;
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}
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/* call glTexImage1D to redefine the texture */
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(*ctx->Driver.TexSubImage2D)(ctx, target, level,
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xoffset, yoffset, width, height,
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GL_DEPTH_COMPONENT, GL_FLOAT, image,
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&ctx->DefaultPacking, texObj, texImage);
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/* call glTexImage2D to redefine the texture */
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ctx->Driver.TexSubImage2D(ctx, target, level,
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xoffset, yoffset, width, height,
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GL_DEPTH_COMPONENT, GL_FLOAT, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else if (texImage->Format == GL_DEPTH_STENCIL_EXT) {
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/* read depth/stencil image from framebuffer */
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GLuint *image = read_depth_stencil_image(ctx, x, y, width, height);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D");
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return;
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}
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/* call glTexImage2D to redefine the texture */
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ctx->Driver.TexSubImage2D(ctx, target, level,
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xoffset, yoffset, width, height,
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GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
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image, &ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else {
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@@ -349,12 +498,11 @@ _swrast_copy_texsubimage2d( GLcontext *ctx,
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_mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D" );
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return;
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}
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/* now call glTexSubImage2D to do the real work */
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(*ctx->Driver.TexSubImage2D)(ctx, target, level,
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xoffset, yoffset, width, height,
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GL_RGBA, CHAN_TYPE, image,
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&ctx->DefaultPacking, texObj, texImage);
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ctx->Driver.TexSubImage2D(ctx, target, level,
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xoffset, yoffset, width, height,
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GL_RGBA, CHAN_TYPE, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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@@ -393,12 +541,25 @@ _swrast_copy_texsubimage3d( GLcontext *ctx,
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D");
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return;
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}
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/* call glTexImage1D to redefine the texture */
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(*ctx->Driver.TexSubImage3D)(ctx, target, level,
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xoffset, yoffset, zoffset, width, height, 1,
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GL_DEPTH_COMPONENT, GL_FLOAT, image,
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&ctx->DefaultPacking, texObj, texImage);
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/* call glTexImage3D to redefine the texture */
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ctx->Driver.TexSubImage3D(ctx, target, level,
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xoffset, yoffset, zoffset, width, height, 1,
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GL_DEPTH_COMPONENT, GL_FLOAT, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else if (texImage->Format == GL_DEPTH_STENCIL_EXT) {
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/* read depth/stencil image from framebuffer */
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GLuint *image = read_depth_stencil_image(ctx, x, y, width, height);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D");
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return;
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}
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/* call glTexImage3D to redefine the texture */
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ctx->Driver.TexSubImage3D(ctx, target, level,
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xoffset, yoffset, zoffset, width, height, 1,
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GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
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image, &ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else {
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@@ -408,12 +569,11 @@ _swrast_copy_texsubimage3d( GLcontext *ctx,
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_mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D" );
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return;
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}
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/* now call glTexSubImage3D to do the real work */
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(*ctx->Driver.TexSubImage3D)(ctx, target, level,
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xoffset, yoffset, zoffset, width, height, 1,
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GL_RGBA, CHAN_TYPE, image,
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&ctx->DefaultPacking, texObj, texImage);
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ctx->Driver.TexSubImage3D(ctx, target, level,
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xoffset, yoffset, zoffset, width, height, 1,
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GL_RGBA, CHAN_TYPE, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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