remove dead code left over after fixing GL_READ/DRAW_BUFFER state issues
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@@ -548,53 +548,6 @@ _mesa_drawbuffers(GLcontext *ctx, GLuint n, const GLenum *buffers,
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}
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#if 0
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GLboolean
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_mesa_readbuffer_update_fields(GLcontext *ctx, GLenum buffer)
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{
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struct gl_framebuffer *fb;
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GLbitfield supportedMask;
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GLint srcBuffer;
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fb = ctx->ReadBuffer;
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if (MESA_VERBOSE & VERBOSE_API)
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_mesa_debug(ctx, "glReadBuffer %s\n", _mesa_lookup_enum_by_nr(buffer));
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if (fb->Name > 0 && buffer == GL_NONE) {
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/* This is legal for user-created framebuffer objects */
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srcBuffer = -1;
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}
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else {
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/* general case / window-system framebuffer */
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srcBuffer = read_buffer_enum_to_index(buffer);
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if (srcBuffer == -1) {
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_mesa_error(ctx, GL_INVALID_ENUM, "glReadBuffer(buffer=0x%x)", buffer);
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return GL_FALSE;
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}
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supportedMask = supported_buffer_bitmask(ctx, fb);
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if (((1 << srcBuffer) & supportedMask) == 0) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "glReadBuffer(buffer=0x%x)", buffer);
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return GL_FALSE;
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}
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}
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if (fb->Name == 0) {
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/* Only update the per-context GL_READ_BUFFER state if we're bound to
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* a window-system framebuffer.
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*/
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ctx->Pixel.ReadBuffer = buffer;
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}
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/* Set the FBO's GL_READ_BUFFER state */
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fb->ColorReadBuffer = buffer;
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fb->_ColorReadBufferIndex = srcBuffer;
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return GL_TRUE;
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}
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#endif
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/**
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* Like \sa _mesa_drawbuffers(), this is a helper function for setting
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* GL_READ_BUFFER state in the context and current FBO.
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@@ -59,11 +59,6 @@ _mesa_drawbuffers(GLcontext *ctx, GLuint n, const GLenum *buffers,
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extern void
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_mesa_readbuffer(GLcontext *ctx, GLenum buffer, GLint bufferIndex);
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#if 0
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extern GLboolean
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_mesa_readbuffer_update_fields(GLcontext *ctx, GLenum buffer);
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#endif
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extern void GLAPIENTRY
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_mesa_ReadBuffer( GLenum mode );
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@@ -1530,23 +1530,9 @@ _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
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*/
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if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
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_mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
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#if 000
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/* fix up the fb fields - these will end up wrong otherwise
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if the DRIdrawable changes, and everything relies on them.
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This is a bit messy (same as needed in _mesa_BindFramebufferEXT) */
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int i;
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GLenum buffers[MAX_DRAW_BUFFERS];
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for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
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buffers[i] = newCtx->Color.DrawBuffer[i];
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}
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_mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
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#endif
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}
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if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
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_mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
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#if 00
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_mesa_readbuffer_update_fields(newCtx, newCtx->Pixel.ReadBuffer);
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#endif
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}
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/* XXX only set this flag if we're really changing the draw/read
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@@ -1000,20 +1000,8 @@ _mesa_BindFramebufferEXT(GLenum target, GLuint framebuffer)
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* XXX check if re-binding same buffer and skip some of this code.
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*/
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#if 000
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/* for window-framebuffers, re-initialize the fbo values, as they
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could be wrong (makecurrent with a new drawable while still a fbo
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was bound will lead to default init fbo values).
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note that therefore the context ReadBuffer/DrawBuffer values are not
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valid while fbo's are bound!!! */
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#endif
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if (bindReadBuf) {
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_mesa_reference_framebuffer(&ctx->ReadBuffer, newFbread);
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#if 000
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if (!newFbread->Name) {
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_mesa_readbuffer_update_fields(ctx, ctx->Pixel.ReadBuffer);
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}
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#endif
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}
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if (bindDrawBuf) {
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@@ -1027,17 +1015,6 @@ _mesa_BindFramebufferEXT(GLenum target, GLuint framebuffer)
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/* check if newly bound framebuffer has any texture attachments */
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check_begin_texture_render(ctx, newFb);
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}
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else {
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/* XXX try to remove this: */
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#if 000
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GLuint i;
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GLenum buffers[MAX_DRAW_BUFFERS];
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for(i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
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buffers[i] = ctx->Color.DrawBuffer[i];
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}
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_mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers, buffers, NULL);
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#endif
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}
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}
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if (ctx->Driver.BindFramebuffer) {
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