applied Jonn Carmack's patch for faster glTexSubImage2D() in Quake
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@@ -1,4 +1,4 @@
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/* $Id: teximage.c,v 1.7 1999/10/21 12:45:03 brianp Exp $ */
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/* $Id: teximage.c,v 1.8 1999/10/22 10:43:35 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -1674,7 +1674,7 @@ void gl_TexSubImage2D( GLcontext *ctx,
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/* row by row. */
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GLubyte *dst = destTex->Data
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+ (yoffsetb * destTex->Width + xoffsetb) * texcomponents;
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GLubyte *src = (GLubyte *) image->Data;
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const GLubyte *src = (const GLubyte *) image->Data;
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GLint j;
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for (j=0;j<height;j++) {
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MEMCPY( dst, src, width * texcomponents );
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@@ -1682,13 +1682,32 @@ void gl_TexSubImage2D( GLcontext *ctx,
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src += width * texcomponents * sizeof(GLubyte);
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}
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}
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else if (image->Type==GL_UNSIGNED_BYTE
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&& texcomponents==3 && image->Components == 4 ) {
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/* 32 bit (padded) to 24 bit case, used heavily by quake */
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GLubyte *dst = destTex->Data
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+ (yoffsetb * destTex->Width + xoffsetb) * texcomponents;
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const GLubyte *src = (const GLubyte *) image->Data;
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GLint j;
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for (j=0;j<height;j++) {
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const GLubyte *stop = src + (width << 2);
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for ( ; src != stop ; ) {
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dst[0] = src[0];
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dst[1] = src[1];
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dst[2] = src[2];
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dst += 3;
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src += 4;
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}
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dst += (destTex->Width - width) * texcomponents * sizeof(GLubyte);
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}
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}
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else {
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/* General case, convert image pixels into texels, scale, bias, etc */
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struct gl_texture_image *subTexImg = image_to_texture(ctx, image,
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destTex->IntFormat, destTex->Border);
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GLubyte *dst = destTex->Data
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+ (yoffsetb * destTex->Width + xoffsetb) * texcomponents;
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GLubyte *src = subTexImg->Data;
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const GLubyte *src = subTexImg->Data;
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GLint j;
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for (j=0;j<height;j++) {
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MEMCPY( dst, src, width * texcomponents );
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