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This copies the stipple to a 8bpp pixmap and uses that to paint the texture from. v2: Create deep stipple pixmap without GLAMOR_CREATE_FBO_NO_FBO v3: Fix stipple origin sign (matches tiles now). Track changes to original stipple with damage. This isn't required by the X spec, but java appears to depend on it, so we'll just do it. When Glamor switches to 8bpp bitmaps, we'll be able to render directly from them and not need this anymore. v4: Review comments from Eric: * Remove stray whitespace change * Avoid "large" pixmap for stipple by using GLAMOR_CREATE_NO_LARGE * Wrap to 80 columns v5: Don't crash when stipple damage tracker is destroyed The stipple damage tracker is automatically destroyed when the associated stipple pixmap is destroyed. When this happens, just clear the pointer from the GC rather than calling glamor_invalidate_stipple; that function would call DamageUnregister on the now invalid stipple damage pointer and crash. Signed-off-by: Keith Packard <keithp@keithp.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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