Fix reading of pixels in (4 and 8-plane) planar modes.
There seems to be no alternative to reading each plane independently using 3 slow i/o's per plane (this delivers 8 nearby pixels, but we don't buffer the results so run 8 times slower than necessary. All the code for this was there, but it was ifdefed out and replaced by simpler code that cannot work in planar modes. The ifdefed out code was correct except it was missing a volatile declaration, so compilers optimized the multiple dummy reads in it to a single read.
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@ -148,11 +148,9 @@ VGLGetXY(VGLBitmap *object, int x, int y)
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{
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int offset;
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byte b[4];
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#if 0
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int i;
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u_long color;
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byte mask;
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#endif
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VGLCheckSwitch();
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if (x<0 || x>=object->VXsize || y<0 || y>=object->VYsize)
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@ -185,17 +183,14 @@ VGLGetXY(VGLBitmap *object, int x, int y)
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case VIDBUF4:
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offset = y*VGLAdpInfo.va_line_width + x/8;
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get_planar:
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#if 1
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return (object->Bitmap[offset]&(0x80>>(x%8))) ? 1 : 0; /* XXX */
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#else
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color = 0;
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mask = 0x80 >> (x%8);
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for (i = 0; i < VGLModeInfo.vi_planes; i++) {
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outb(0x3ce, 0x04); outb(0x3cf, i);
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color |= (object->Bitmap[offset] & mask) ? (1 << i) : 0;
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color |= (((volatile VGLBitmap *)object)->Bitmap[offset] & mask) ?
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(1 << i) : 0;
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}
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return color;
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#endif
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}
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return 0; /* XXX black? */
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}
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