intel: remove/disable the "paired depth/stencil" code
We only allow combined depth+stencil renderbuffers so the complicated code for splitting and combining separate depth and stencil buffers is no longer needed.
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@@ -50,8 +50,7 @@ DRIVER_SOURCES = \
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intel_span.c \
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intel_state.c \
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intel_tris.c \
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intel_fbo.c \
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intel_depthstencil.c
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intel_fbo.c
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C_SOURCES = \
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$(COMMON_SOURCES) \
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@@ -11,7 +11,6 @@ DRIVER_SOURCES = \
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intel_buffers.c \
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intel_context.c \
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intel_decode.c \
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intel_depthstencil.c \
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intel_fbo.c \
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intel_mipmap_tree.c \
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intel_regions.c \
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@@ -577,9 +577,6 @@ intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
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return;
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}
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if (fb->Name)
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intel_validate_paired_depth_stencil(ctx, fb);
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/*
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* How many color buffers are we drawing into?
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*/
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@@ -69,10 +69,6 @@ intel_delete_renderbuffer(struct gl_renderbuffer *rb)
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ASSERT(irb);
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if (irb->PairedStencil || irb->PairedDepth) {
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intel_unpair_depth_stencil(ctx, irb);
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}
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if (irb->span_cache != NULL)
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_mesa_free(irb->span_cache);
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@@ -66,8 +66,7 @@ struct intel_renderbuffer
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GLuint pfPitch; /* possibly paged flipped pitch */
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GLboolean RenderToTexture; /* RTT? */
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GLuint PairedDepth; /**< only used if this is a depth renderbuffer */
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GLuint PairedStencil; /**< only used if this is a stencil renderbuffer */
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GLuint pf_pending; /**< sequence number of pending flip */
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GLuint vbl_pending; /**< vblank sequence number of pending flip */
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