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|
/**
* \file buffers.c
* Frame buffer management.
*/
/*
* Mesa 3-D graphics library
* Version: 6.3
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "buffers.h"
#include "colormac.h"
#include "context.h"
#include "enums.h"
#include "fbobject.h"
#include "state.h"
#define BAD_MASK ~0u
#if _HAVE_FULL_GL
void GLAPIENTRY
_mesa_ClearIndex( GLfloat c )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->Color.ClearIndex == (GLuint) c)
return;
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.ClearIndex = (GLuint) c;
if (!ctx->Visual.rgbMode && ctx->Driver.ClearIndex) {
/* it's OK to call glClearIndex in RGBA mode but it should be a NOP */
(*ctx->Driver.ClearIndex)( ctx, ctx->Color.ClearIndex );
}
}
#endif
/**
* Specify the clear values for the color buffers.
*
* \param red red color component.
* \param green green color component.
* \param blue blue color component.
* \param alpha alpha component.
*
* \sa glClearColor().
*
* Clamps the parameters and updates gl_colorbuffer_attrib::ClearColor. On a
* change, flushes the vertices and notifies the driver via the
* dd_function_table::ClearColor callback.
*/
void GLAPIENTRY
_mesa_ClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )
{
GLfloat tmp[4];
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
tmp[0] = CLAMP(red, 0.0F, 1.0F);
tmp[1] = CLAMP(green, 0.0F, 1.0F);
tmp[2] = CLAMP(blue, 0.0F, 1.0F);
tmp[3] = CLAMP(alpha, 0.0F, 1.0F);
if (TEST_EQ_4V(tmp, ctx->Color.ClearColor))
return; /* no change */
FLUSH_VERTICES(ctx, _NEW_COLOR);
COPY_4V(ctx->Color.ClearColor, tmp);
if (ctx->Visual.rgbMode && ctx->Driver.ClearColor) {
/* it's OK to call glClearColor in CI mode but it should be a NOP */
(*ctx->Driver.ClearColor)(ctx, ctx->Color.ClearColor);
}
}
/**
* Clear buffers.
*
* \param mask bit-mask indicating the buffers to be cleared.
*
* Flushes the vertices and verifies the parameter. If __GLcontextRec::NewState
* is set then calls _mesa_update_state() to update gl_frame_buffer::_Xmin,
* etc. If the rasterization mode is set to GL_RENDER then requests the driver
* to clear the buffers, via the dd_function_table::Clear callback.
*/
void GLAPIENTRY
_mesa_Clear( GLbitfield mask )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glClear 0x%x\n", mask);
if (mask & ~(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT |
GL_ACCUM_BUFFER_BIT)) {
/* invalid bit set */
_mesa_error( ctx, GL_INVALID_VALUE, "glClear(0x%x)", mask);
return;
}
if (ctx->NewState) {
_mesa_update_state( ctx ); /* update _Xmin, etc */
}
if (ctx->RenderMode == GL_RENDER) {
const GLint x = ctx->DrawBuffer->_Xmin;
const GLint y = ctx->DrawBuffer->_Ymin;
const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
GLbitfield bufferMask;
/* don't clear depth buffer if depth writing disabled */
if (!ctx->Depth.Mask)
mask &= ~GL_DEPTH_BUFFER_BIT;
/* Build the bitmask to send to device driver's Clear function.
* Note that the GL_COLOR_BUFFER_BIT flag will expand to 0, 1, 2 or 4
* of the BUFFER_BIT_FRONT/BACK_LEFT/RIGHT flags, or one of the
* BUFFER_BIT_COLORn flags.
*/
bufferMask = 0;
if (mask & GL_COLOR_BUFFER_BIT) {
bufferMask |= ctx->DrawBuffer->_ColorDrawBufferMask[0];
}
if ((mask & GL_DEPTH_BUFFER_BIT)
&& ctx->DrawBuffer->Visual.haveDepthBuffer) {
bufferMask |= BUFFER_BIT_DEPTH;
}
if ((mask & GL_STENCIL_BUFFER_BIT)
&& ctx->DrawBuffer->Visual.haveStencilBuffer) {
bufferMask |= BUFFER_BIT_STENCIL;
}
if ((mask & GL_ACCUM_BUFFER_BIT)
&& ctx->DrawBuffer->Visual.haveAccumBuffer) {
bufferMask |= BUFFER_BIT_ACCUM;
}
ASSERT(ctx->Driver.Clear);
ctx->Driver.Clear( ctx, bufferMask, (GLboolean) !ctx->Scissor.Enabled,
x, y, width, height );
}
}
/**
* Return bitmask of BUFFER_BIT_* flags indicating which color buffers are
* available to the rendering context.
* This depends on the framebuffer we're writing to. For window system
* framebuffers we look at the framebuffer's visual. But for user-
* create framebuffers we look at the number of supported color attachments.
*/
static GLuint
supported_buffer_bitmask(const GLcontext *ctx, GLuint framebufferID)
{
GLuint mask = 0x0;
GLint i;
if (framebufferID > 0) {
/* A user-created renderbuffer */
ASSERT(ctx->Extensions.EXT_framebuffer_object);
for (i = 0; i < ctx->Const.MaxColorAttachments; i++) {
mask |= (BUFFER_BIT_COLOR0 << i);
}
}
else {
/* A window system renderbuffer */
mask = BUFFER_BIT_FRONT_LEFT; /* always have this */
if (ctx->Visual.stereoMode) {
mask |= BUFFER_BIT_FRONT_RIGHT;
if (ctx->Visual.doubleBufferMode) {
mask |= BUFFER_BIT_BACK_LEFT | BUFFER_BIT_BACK_RIGHT;
}
}
else if (ctx->Visual.doubleBufferMode) {
mask |= BUFFER_BIT_BACK_LEFT;
}
for (i = 0; i < ctx->Visual.numAuxBuffers; i++) {
mask |= (BUFFER_BIT_AUX0 << i);
}
}
return mask;
}
/**
* Helper routine used by glDrawBuffer and glDrawBuffersARB.
* Given a GLenum naming one or more color buffers (such as
* GL_FRONT_AND_BACK), return the corresponding bitmask of BUFFER_BIT_* flags.
*/
static GLuint
draw_buffer_enum_to_bitmask(GLenum buffer)
{
switch (buffer) {
case GL_NONE:
return 0;
case GL_FRONT:
return BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_FRONT_RIGHT;
case GL_BACK:
return BUFFER_BIT_BACK_LEFT | BUFFER_BIT_BACK_RIGHT;
case GL_RIGHT:
return BUFFER_BIT_FRONT_RIGHT | BUFFER_BIT_BACK_RIGHT;
case GL_FRONT_RIGHT:
return BUFFER_BIT_FRONT_RIGHT;
case GL_BACK_RIGHT:
return BUFFER_BIT_BACK_RIGHT;
case GL_BACK_LEFT:
return BUFFER_BIT_BACK_LEFT;
case GL_FRONT_AND_BACK:
return BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT
| BUFFER_BIT_FRONT_RIGHT | BUFFER_BIT_BACK_RIGHT;
case GL_LEFT:
return BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT;
case GL_FRONT_LEFT:
return BUFFER_BIT_FRONT_LEFT;
case GL_AUX0:
return BUFFER_BIT_AUX0;
case GL_AUX1:
return BUFFER_BIT_AUX1;
case GL_AUX2:
return BUFFER_BIT_AUX2;
case GL_AUX3:
return BUFFER_BIT_AUX3;
case GL_COLOR_ATTACHMENT0_EXT:
return BUFFER_BIT_COLOR0;
case GL_COLOR_ATTACHMENT1_EXT:
return BUFFER_BIT_COLOR1;
case GL_COLOR_ATTACHMENT2_EXT:
return BUFFER_BIT_COLOR2;
case GL_COLOR_ATTACHMENT3_EXT:
return BUFFER_BIT_COLOR3;
default:
/* error */
return BAD_MASK;
}
}
/**
* Helper routine used by glReadBuffer.
* Given a GLenum naming (a) color buffer(s), return the corresponding
* bitmask of DD_* flags.
*/
static GLuint
read_buffer_enum_to_bitmask(GLenum buffer)
{
switch (buffer) {
case GL_FRONT:
return BUFFER_BIT_FRONT_LEFT;
case GL_BACK:
return BUFFER_BIT_BACK_LEFT;
case GL_RIGHT:
return BUFFER_BIT_FRONT_RIGHT;
case GL_FRONT_RIGHT:
return BUFFER_BIT_FRONT_RIGHT;
case GL_BACK_RIGHT:
return BUFFER_BIT_BACK_RIGHT;
case GL_BACK_LEFT:
return BUFFER_BIT_BACK_LEFT;
case GL_LEFT:
return BUFFER_BIT_FRONT_LEFT;
case GL_FRONT_LEFT:
return BUFFER_BIT_FRONT_LEFT;
case GL_AUX0:
return BUFFER_BIT_AUX0;
case GL_AUX1:
return BUFFER_BIT_AUX1;
case GL_AUX2:
return BUFFER_BIT_AUX2;
case GL_AUX3:
return BUFFER_BIT_AUX3;
case GL_COLOR_ATTACHMENT0_EXT:
return BUFFER_BIT_COLOR0;
case GL_COLOR_ATTACHMENT1_EXT:
return BUFFER_BIT_COLOR1;
case GL_COLOR_ATTACHMENT2_EXT:
return BUFFER_BIT_COLOR2;
case GL_COLOR_ATTACHMENT3_EXT:
return BUFFER_BIT_COLOR3;
default:
/* error */
return BAD_MASK;
}
}
/**
* Specify which color buffers to draw into.
*
* \param buffer color buffer, such as GL_LEFT or GL_FRONT_AND_BACK.
*
* Flushes the vertices and verifies the parameter and updates the
* gl_colorbuffer_attrib::_DrawDestMask bitfield. Marks new color state in
* __GLcontextRec::NewState and notifies the driver via the
* dd_function_table::DrawBuffer callback.
*/
void GLAPIENTRY
_mesa_DrawBuffer(GLenum buffer)
{
GLuint bufferID;
GLuint destMask;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex... */
if (MESA_VERBOSE & VERBOSE_API) {
_mesa_debug(ctx, "glDrawBuffer %s\n", _mesa_lookup_enum_by_nr(buffer));
}
bufferID = ctx->DrawBuffer->Name;
if (buffer == GL_NONE) {
destMask = 0x0;
}
else {
const GLuint supportedMask = supported_buffer_bitmask(ctx, bufferID);
destMask = draw_buffer_enum_to_bitmask(buffer);
if (destMask == BAD_MASK) {
/* totally bogus buffer */
_mesa_error(ctx, GL_INVALID_ENUM, "glDrawBuffer(buffer)");
return;
}
destMask &= supportedMask;
if (destMask == 0x0) {
/* none of the named color buffers exist! */
_mesa_error(ctx, GL_INVALID_OPERATION, "glDrawBuffer(buffer)");
return;
}
}
/* if we get here, there's no error so set new state */
_mesa_drawbuffers(ctx, 1, &buffer, &destMask);
}
/**
* Called by glDrawBuffersARB; specifies the destination color buffers
* for N fragment program color outputs.
*
* XXX This function is called by _mesa_PopAttrib() and we need to do
* some more work to deal with the current framebuffer binding state!
*/
void GLAPIENTRY
_mesa_DrawBuffersARB(GLsizei n, const GLenum *buffers)
{
GLint output;
GLuint usedBufferMask, supportedMask;
GLuint bufferID;
GLuint destMask[MAX_DRAW_BUFFERS];
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (!ctx->Extensions.ARB_draw_buffers) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glDrawBuffersARB");
return;
}
if (n < 1 || n > (GLsizei) ctx->Const.MaxDrawBuffers) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDrawBuffersARB(n)");
return;
}
bufferID = ctx->DrawBuffer->Name;
supportedMask = supported_buffer_bitmask(ctx, bufferID);
usedBufferMask = 0x0;
/* complicated error checking... */
for (output = 0; output < n; output++) {
if (buffers[output] == GL_NONE) {
destMask[output] = 0x0;
}
else {
destMask[output] = draw_buffer_enum_to_bitmask(buffers[output]);
if (destMask[output] == BAD_MASK
|| _mesa_bitcount(destMask[output]) > 1) {
_mesa_error(ctx, GL_INVALID_ENUM, "glDrawBuffersARB(buffer)");
return;
}
destMask[output] &= supportedMask;
if (destMask[output] == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glDrawBuffersARB(unsupported buffer)");
return;
}
if (destMask[output] & usedBufferMask) {
/* can't specify a dest buffer more than once! */
_mesa_error(ctx, GL_INVALID_OPERATION,
"glDrawBuffersARB(duplicated buffer)");
return;
}
/* update bitmask */
usedBufferMask |= destMask[output];
}
}
/* OK, if we get here, there were no errors so set the new state */
_mesa_drawbuffers(ctx, n, buffers, destMask);
}
/**
* Set color output state. Traditionally, there was only one color
* output, but fragment programs can now have several distinct color
* outputs (see GL_ARB_draw_buffers). This function sets the state
* for one such color output.
*/
static void
set_color_output(GLcontext *ctx, GLuint output, GLenum buffer, GLuint destMask)
{
struct gl_framebuffer *fb = ctx->DrawBuffer;
ASSERT(output < ctx->Const.MaxDrawBuffers);
fb->ColorDrawBuffer[output] = buffer;
fb->_ColorDrawBufferMask[output] = destMask;
if (fb->Name == 0) {
/* Set traditional state var */
ctx->Color.DrawBuffer[output] = buffer;
}
/* not really needed, will be set later */
fb->_NumColorDrawBuffers[output] = 0;
}
/**
* Helper routine used by _mesa_DrawBuffer, _mesa_DrawBuffersARB and
* _mesa_PopAttrib to set drawbuffer state.
*/
void
_mesa_drawbuffers(GLcontext *ctx, GLsizei n, const GLenum *buffers,
const GLuint *destMask)
{
GLuint mask[MAX_DRAW_BUFFERS];
GLint output;
if (!destMask) {
/* compute destMask values now */
const GLuint bufferID = ctx->DrawBuffer->Name;
const GLuint supportedMask = supported_buffer_bitmask(ctx, bufferID);
for (output = 0; output < n; output++) {
mask[output] = draw_buffer_enum_to_bitmask(buffers[output]);
ASSERT(mask[output] != BAD_MASK);
mask[output] &= supportedMask;
}
destMask = mask;
}
for (output = 0; output < n; output++) {
set_color_output(ctx, output, buffers[output], destMask[output]);
}
/* set remaining color outputs to NONE */
for (output = n; output < ctx->Const.MaxDrawBuffers; output++) {
set_color_output(ctx, output, GL_NONE, 0x0);
}
ctx->NewState |= _NEW_COLOR;
/*
* Call device driver function.
*/
if (ctx->Driver.DrawBuffers)
ctx->Driver.DrawBuffers(ctx, n, buffers);
else if (ctx->Driver.DrawBuffer)
ctx->Driver.DrawBuffer(ctx, buffers[0]);
}
/**
* Set the color buffer source for reading pixels.
*
* \param mode color buffer.
*
* \sa glReadBuffer().
*
*/
void GLAPIENTRY
_mesa_ReadBuffer(GLenum buffer)
{
struct gl_framebuffer *fb;
GLuint srcMask, supportedMask;
GLuint bufferID;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
fb = ctx->ReadBuffer;
bufferID = fb->Name;
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glReadBuffer %s\n", _mesa_lookup_enum_by_nr(buffer));
if (bufferID > 0 && buffer == GL_NONE) {
/* legal! */
srcMask = 0x0;
}
else {
/* general case */
srcMask = read_buffer_enum_to_bitmask(buffer);
if (srcMask == BAD_MASK) {
_mesa_error(ctx, GL_INVALID_ENUM, "glReadBuffer(buffer)");
return;
}
supportedMask = supported_buffer_bitmask(ctx, bufferID);
if ((srcMask & supportedMask) == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glReadBuffer(buffer)");
return;
}
}
if (bufferID == 0) {
ctx->Pixel.ReadBuffer = buffer;
}
fb->ColorReadBuffer = buffer;
fb->_ColorReadBufferMask = srcMask;
ctx->NewState |= _NEW_PIXEL;
/*
* Call device driver function.
*/
if (ctx->Driver.ReadBuffer)
(*ctx->Driver.ReadBuffer)(ctx, buffer);
}
#if _HAVE_FULL_GL
/**
* GL_MESA_resize_buffers extension.
*
* When this function is called, we'll ask the window system how large
* the current window is. If it's a new size, we'll call the driver's
* ResizeBuffers function. The driver will then resize its color buffers
* as needed, and maybe call the swrast's routine for reallocating
* swrast-managed depth/stencil/accum/etc buffers.
* \note This function may be called from within Mesa or called by the
* user directly (see the GL_MESA_resize_buffers extension).
*/
#if OLD_RENDERBUFFER
/* THIS FUNCTION IS OBSOLETE!!!
* See _mesa_resize_framebuffer
*/
#endif
void GLAPIENTRY
_mesa_ResizeBuffersMESA( void )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glResizeBuffersMESA\n");
if (ctx->DrawBuffer && ctx->DrawBuffer->Name == 0) {
GLuint newWidth, newHeight;
GLframebuffer *buffer = ctx->DrawBuffer;
/* ask device driver for size of output buffer */
ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
/* see if size of device driver's color buffer (window) has changed */
if (buffer->Width != newWidth || buffer->Height != newHeight) {
if (ctx->Driver.ResizeBuffers)
ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
}
}
if (ctx->ReadBuffer && ctx->ReadBuffer != ctx->DrawBuffer
&& ctx->ReadBuffer->Name == 0) {
GLuint newWidth, newHeight;
GLframebuffer *buffer = ctx->ReadBuffer;
/* ask device driver for size of read buffer */
ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
/* see if size of device driver's color buffer (window) has changed */
if (buffer->Width != newWidth || buffer->Height != newHeight) {
if (ctx->Driver.ResizeBuffers)
ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
}
}
ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */
}
/*
* XXX move somewhere else someday?
*/
void GLAPIENTRY
_mesa_SampleCoverageARB(GLclampf value, GLboolean invert)
{
GET_CURRENT_CONTEXT(ctx);
if (!ctx->Extensions.ARB_multisample) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glSampleCoverageARB");
return;
}
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
ctx->Multisample.SampleCoverageValue = (GLfloat) CLAMP(value, 0.0, 1.0);
ctx->Multisample.SampleCoverageInvert = invert;
ctx->NewState |= _NEW_MULTISAMPLE;
}
#endif
/**
* Define the scissor box.
*
* \param x, y coordinates of the scissor box lower-left corner.
* \param width width of the scissor box.
* \param height height of the scissor box.
*
* \sa glScissor().
*
* Verifies the parameters and updates __GLcontextRec::Scissor. On a
* change flushes the vertices and notifies the driver via
* the dd_function_table::Scissor callback.
*/
void GLAPIENTRY
_mesa_Scissor( GLint x, GLint y, GLsizei width, GLsizei height )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (width < 0 || height < 0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glScissor" );
return;
}
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glScissor %d %d %d %d\n", x, y, width, height);
if (x == ctx->Scissor.X &&
y == ctx->Scissor.Y &&
width == ctx->Scissor.Width &&
height == ctx->Scissor.Height)
return;
FLUSH_VERTICES(ctx, _NEW_SCISSOR);
ctx->Scissor.X = x;
ctx->Scissor.Y = y;
ctx->Scissor.Width = width;
ctx->Scissor.Height = height;
if (ctx->Driver.Scissor)
ctx->Driver.Scissor( ctx, x, y, width, height );
}
/**********************************************************************/
/** \name Initialization */
/*@{*/
/**
* Initialize the context's scissor state.
* \param ctx the GL context.
*/
void
_mesa_init_scissor(GLcontext *ctx)
{
/* Scissor group */
ctx->Scissor.Enabled = GL_FALSE;
ctx->Scissor.X = 0;
ctx->Scissor.Y = 0;
ctx->Scissor.Width = 0;
ctx->Scissor.Height = 0;
}
/**
* Initialize the context's multisample state.
* \param ctx the GL context.
*/
void
_mesa_init_multisample(GLcontext *ctx)
{
ctx->Multisample.Enabled = GL_FALSE;
ctx->Multisample.SampleAlphaToCoverage = GL_FALSE;
ctx->Multisample.SampleAlphaToOne = GL_FALSE;
ctx->Multisample.SampleCoverage = GL_FALSE;
ctx->Multisample.SampleCoverageValue = 1.0;
ctx->Multisample.SampleCoverageInvert = GL_FALSE;
}
/*@}*/
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