fix a few more glitches from last big check-in
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9f9bed9c8e
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@ -979,11 +979,11 @@ _mesa_pack_float_rgba_span( GLcontext *ctx,
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}
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/* update histogram count */
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if (transferOps & IMAGE_HISTOGRAM_BIT) {
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/* _mesa_update_histogram(ctx, n, (CONST GLfloat (*)[4]) rgba); */
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_mesa_update_histogram(ctx, n, (CONST GLfloat (*)[4]) rgba);
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}
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/* min/max here */
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if (transferOps & IMAGE_MIN_MAX_BIT) {
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/* _mesa_update_minmax(ctx, n, (CONST GLfloat (*)[4]) rgba); */
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_mesa_update_minmax(ctx, n, (CONST GLfloat (*)[4]) rgba);
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if (ctx->MinMax.Sink) {
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UNDEFARRAY(rgbaCopy); /* mac 32k limitation */
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return;
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@ -2852,11 +2852,11 @@ _mesa_unpack_chan_color_span( GLcontext *ctx,
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}
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/* update histogram count */
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if (transferOps & IMAGE_HISTOGRAM_BIT) {
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/* _mesa_update_histogram(ctx, n, (CONST GLfloat (*)[4]) rgba); */
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_mesa_update_histogram(ctx, n, (CONST GLfloat (*)[4]) rgba);
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}
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/* min/max here */
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if (transferOps & IMAGE_MIN_MAX_BIT) {
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/* _mesa_update_minmax(ctx, n, (CONST GLfloat (*)[4]) rgba); */
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_mesa_update_minmax(ctx, n, (CONST GLfloat (*)[4]) rgba);
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}
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}
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@ -3129,11 +3129,11 @@ _mesa_unpack_float_color_span( GLcontext *ctx,
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}
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/* update histogram count */
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if (transferOps & IMAGE_HISTOGRAM_BIT) {
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/* _mesa_update_histogram(ctx, n, (CONST GLfloat (*)[4]) rgba); */
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_mesa_update_histogram(ctx, n, (CONST GLfloat (*)[4]) rgba);
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}
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/* min/max here */
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if (transferOps & IMAGE_MIN_MAX_BIT) {
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/* _mesa_update_minmax(ctx, n, (CONST GLfloat (*)[4]) rgba); */
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_mesa_update_minmax(ctx, n, (CONST GLfloat (*)[4]) rgba);
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}
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}
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@ -1502,6 +1502,8 @@ void _mesa_init_pixel( GLcontext * ctx )
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ctx->Pack.SkipImages = 0;
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ctx->Pack.SwapBytes = GL_FALSE;
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ctx->Pack.LsbFirst = GL_FALSE;
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ctx->Pack.ClientStorage = GL_FALSE;
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ctx->Pack.Invert = GL_FALSE;
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ctx->Unpack.Alignment = 4;
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ctx->Unpack.RowLength = 0;
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ctx->Unpack.ImageHeight = 0;
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@ -1510,6 +1512,8 @@ void _mesa_init_pixel( GLcontext * ctx )
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ctx->Unpack.SkipImages = 0;
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ctx->Unpack.SwapBytes = GL_FALSE;
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ctx->Unpack.LsbFirst = GL_FALSE;
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ctx->Unpack.ClientStorage = GL_FALSE;
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ctx->Unpack.Invert = GL_FALSE;
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if (ctx->Visual.doubleBufferMode) {
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ctx->Pixel.ReadBuffer = GL_BACK;
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@ -731,13 +731,6 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
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/*@{*/
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/*
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* Update items which depend on vertex/fragment programs.
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*/
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@ -786,12 +779,13 @@ void _mesa_update_state( GLcontext *ctx )
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if (new_state & _NEW_LIGHT)
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_mesa_update_lighting( ctx );
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if (new_state & _IMAGE_NEW_TRANSFER_STATE)
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_mesa_update_pixel( ctx, new_state );
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if (new_state & _NEW_PROGRAM)
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update_program( ctx );
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/* ctx->_NeedEyeCoords is now uptodate.
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/* ctx->_NeedEyeCoords is now up to date.
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*
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* If the truth value of this variable has changed, update for the
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* new lighting space and recompute the positions of lights and the
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