Make sure the legacy texture area is there when needed.
This currently only matters when the DRM memory manager is not available and Option "Legacy3D" "off" is specified, but that hasn't always been the case and might change again in the future.
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@ -591,6 +591,7 @@ void i830_free_3d_memory(ScrnInfoPtr pScrn);
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void i830_free_memory(ScrnInfoPtr pScrn, i830_memory *mem);
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extern long I830CheckAvailableMemory(ScrnInfoPtr pScrn);
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Bool i830_allocate_2d_memory(ScrnInfoPtr pScrn);
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Bool i830_allocate_texture_memory(ScrnInfoPtr pScrn);
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Bool i830_allocate_3d_memory(ScrnInfoPtr pScrn);
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extern Bool I830IsPrimary(ScrnInfoPtr pScrn);
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@ -702,6 +702,16 @@ I830DRIScreenInit(ScreenPtr pScreen)
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i830_free_memory(pScrn, pI830->memory_manager);
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pI830->memory_manager = NULL;
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if (!(pI830->mmModeFlags & I830_KERNEL_TEX)) {
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pI830->mmModeFlags |= I830_KERNEL_TEX;
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if (!i830_allocate_texture_memory(pScrn)) {
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I830DRICloseScreen(pScreen);
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drmFreeVersion(version);
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return FALSE;
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}
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}
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}
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}
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#ifdef DAMAGE
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@ -1156,7 +1156,7 @@ i830_allocate_depthbuffer(ScrnInfoPtr pScrn)
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return TRUE;
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}
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static Bool
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Bool
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i830_allocate_texture_memory(ScrnInfoPtr pScrn)
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{
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I830Ptr pI830 = I830PTR(pScrn);
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