dwm picom added
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// SPDX-License-Identifier: MIT
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/*
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* Compton - a compositor for X11
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*
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* Based on `xcompmgr` - Copyright (c) 2003, Keith Packard
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*
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* Copyright (c) 2011-2013, Christopher Jeffrey
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* See LICENSE-mit for more information.
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*
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*/
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#pragma once
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#include "common.h"
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#include "compiler.h"
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#include "log.h"
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#include "region.h"
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#include "render.h"
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#include "win.h"
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#include <GL/gl.h>
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#include <GL/glx.h>
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#include <ctype.h>
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#include <locale.h>
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#include <stdlib.h>
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#include <string.h>
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#include <xcb/render.h>
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#include <xcb/xcb.h>
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typedef struct {
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/// Fragment shader for blur.
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GLuint frag_shader;
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/// GLSL program for blur.
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GLuint prog;
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/// Location of uniform "offset_x" in blur GLSL program.
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GLint unifm_offset_x;
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/// Location of uniform "offset_y" in blur GLSL program.
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GLint unifm_offset_y;
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/// Location of uniform "factor_center" in blur GLSL program.
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GLint unifm_factor_center;
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} glx_blur_pass_t;
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typedef struct {
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/// Fragment shader for rounded corners.
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GLuint frag_shader;
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/// GLSL program for rounded corners.
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GLuint prog;
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/// Location of uniform "radius" in rounded-corners GLSL program.
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GLint unifm_radius;
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/// Location of uniform "texcoord" in rounded-corners GLSL program.
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GLint unifm_texcoord;
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/// Location of uniform "texsize" in rounded-corners GLSL program.
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GLint unifm_texsize;
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/// Location of uniform "borderw" in rounded-corners GLSL program.
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GLint unifm_borderw;
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/// Location of uniform "borderc" in rounded-corners GLSL program.
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GLint unifm_borderc;
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/// Location of uniform "resolution" in rounded-corners GLSL program.
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GLint unifm_resolution;
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/// Location of uniform "texture_scr" in rounded-corners GLSL program.
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GLint unifm_tex_scr;
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} glx_round_pass_t;
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/// Structure containing GLX-dependent data for a session.
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typedef struct glx_session {
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// === OpenGL related ===
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/// GLX context.
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GLXContext context;
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/// Whether we have GL_ARB_texture_non_power_of_two.
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bool has_texture_non_power_of_two;
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/// Current GLX Z value.
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int z;
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glx_blur_pass_t *blur_passes;
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glx_round_pass_t *round_passes;
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} glx_session_t;
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/// @brief Wrapper of a binded GLX texture.
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typedef struct _glx_texture {
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GLuint texture;
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GLXPixmap glpixmap;
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xcb_pixmap_t pixmap;
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GLenum target;
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int width;
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int height;
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bool y_inverted;
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} glx_texture_t;
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#define CGLX_SESSION_INIT \
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{ .context = NULL }
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bool glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, int z,
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GLfloat factor, const region_t *reg_tgt);
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bool glx_render(session_t *ps, const glx_texture_t *ptex, int x, int y, int dx, int dy,
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int width, int height, int z, double opacity, bool argb, bool neg,
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const region_t *reg_tgt, const glx_prog_main_t *pprogram);
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bool glx_init(session_t *ps, bool need_render);
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void glx_destroy(session_t *ps);
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void glx_on_root_change(session_t *ps);
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bool glx_init_blur(session_t *ps);
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bool glx_init_rounded_corners(session_t *ps);
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#ifdef CONFIG_OPENGL
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bool glx_load_prog_main(const char *vshader_str, const char *fshader_str,
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glx_prog_main_t *pprogram);
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#endif
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bool glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, xcb_pixmap_t pixmap, int width,
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int height, bool repeat, const struct glx_fbconfig_info *);
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void glx_release_pixmap(session_t *ps, glx_texture_t *ptex);
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bool glx_bind_texture(session_t *ps, glx_texture_t **pptex, int x, int y, int width, int height);
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void glx_paint_pre(session_t *ps, region_t *preg) attr_nonnull(1, 2);
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/**
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* Check if a texture is binded, or is binded to the given pixmap.
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*/
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static inline bool glx_tex_binded(const glx_texture_t *ptex, xcb_pixmap_t pixmap) {
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return ptex && ptex->glpixmap && ptex->texture && (!pixmap || pixmap == ptex->pixmap);
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}
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void glx_set_clip(session_t *ps, const region_t *reg);
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bool glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
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GLfloat factor_center, const region_t *reg_tgt, glx_blur_cache_t *pbc);
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bool glx_round_corners_dst(session_t *ps, struct managed_win *w,
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const glx_texture_t *ptex, int dx, int dy, int width,
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int height, float z, float cr, const region_t *reg_tgt);
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GLuint glx_create_shader(GLenum shader_type, const char *shader_str);
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GLuint glx_create_program(const GLuint *const shaders, int nshaders);
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GLuint glx_create_program_from_str(const char *vert_shader_str, const char *frag_shader_str);
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unsigned char *glx_take_screenshot(session_t *ps, int *out_length);
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/**
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* Check if there's a GLX context.
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*/
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static inline bool glx_has_context(session_t *ps) {
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return ps->psglx && ps->psglx->context;
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}
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/**
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* Ensure we have a GLX context.
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*/
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static inline bool ensure_glx_context(session_t *ps) {
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// Create GLX context
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if (!glx_has_context(ps))
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glx_init(ps, false);
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return ps->psglx->context;
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}
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/**
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* Free a GLX texture.
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*/
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static inline void free_texture_r(session_t *ps attr_unused, GLuint *ptexture) {
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if (*ptexture) {
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assert(glx_has_context(ps));
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glDeleteTextures(1, ptexture);
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*ptexture = 0;
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}
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}
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/**
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* Free a GLX Framebuffer object.
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*/
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static inline void free_glx_fbo(GLuint *pfbo) {
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if (*pfbo) {
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glDeleteFramebuffers(1, pfbo);
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*pfbo = 0;
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}
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assert(!*pfbo);
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}
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/**
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* Free data in glx_blur_cache_t on resize.
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*/
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static inline void free_glx_bc_resize(session_t *ps, glx_blur_cache_t *pbc) {
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free_texture_r(ps, &pbc->textures[0]);
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free_texture_r(ps, &pbc->textures[1]);
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pbc->width = 0;
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pbc->height = 0;
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}
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/**
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* Free a glx_blur_cache_t
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*/
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static inline void free_glx_bc(session_t *ps, glx_blur_cache_t *pbc) {
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free_glx_fbo(&pbc->fbo);
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free_glx_bc_resize(ps, pbc);
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}
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/**
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* Free a glx_texture_t.
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*/
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static inline void free_texture(session_t *ps, glx_texture_t **pptex) {
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glx_texture_t *ptex = *pptex;
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// Quit if there's nothing
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if (!ptex) {
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return;
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}
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glx_release_pixmap(ps, ptex);
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free_texture_r(ps, &ptex->texture);
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// Free structure itself
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free(ptex);
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*pptex = NULL;
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}
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/**
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* Free GLX part of paint_t.
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*/
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static inline void free_paint_glx(session_t *ps, paint_t *ppaint) {
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free_texture(ps, &ppaint->ptex);
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#ifdef CONFIG_OPENGL
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free(ppaint->fbcfg);
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#endif
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ppaint->fbcfg = NULL;
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}
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/**
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* Free GLX part of win.
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*/
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static inline void free_win_res_glx(session_t *ps, struct managed_win *w) {
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free_paint_glx(ps, &w->paint);
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free_paint_glx(ps, &w->shadow_paint);
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#ifdef CONFIG_OPENGL
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free_glx_bc(ps, &w->glx_blur_cache);
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free_texture(ps, &w->glx_texture_bg);
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#endif
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}
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