257 lines
7.1 KiB
C
257 lines
7.1 KiB
C
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/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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* Brian Paul
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*/
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "pipe/p_shader_tokens.h"
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#include "draw_private.h"
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#include "draw_context.h"
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#include "draw_vs.h"
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#include "translate/translate.h"
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#include "translate/translate_cache.h"
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#include "tgsi/tgsi_dump.h"
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#include "tgsi/tgsi_exec.h"
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DEBUG_GET_ONCE_BOOL_OPTION(gallium_dump_vs, "GALLIUM_DUMP_VS", FALSE)
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struct draw_vertex_shader *
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draw_create_vertex_shader(struct draw_context *draw,
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const struct pipe_shader_state *shader)
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{
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struct draw_vertex_shader *vs = NULL;
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if (draw->dump_vs) {
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tgsi_dump(shader->tokens, 0);
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}
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#if HAVE_LLVM
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if (draw->pt.middle.llvm) {
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vs = draw_create_vs_llvm(draw, shader);
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}
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#endif
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if (!vs) {
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vs = draw_create_vs_exec( draw, shader );
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}
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if (vs)
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{
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uint i;
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bool found_clipvertex = FALSE;
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vs->position_output = -1;
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for (i = 0; i < vs->info.num_outputs; i++) {
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if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
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vs->info.output_semantic_index[i] == 0)
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vs->position_output = i;
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else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_EDGEFLAG &&
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vs->info.output_semantic_index[i] == 0)
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vs->edgeflag_output = i;
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else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPVERTEX &&
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vs->info.output_semantic_index[i] == 0) {
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found_clipvertex = TRUE;
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vs->clipvertex_output = i;
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} else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) {
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debug_assert(vs->info.output_semantic_index[i] <
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PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
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vs->clipdistance_output[vs->info.output_semantic_index[i]] = i;
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} else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CULLDIST) {
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debug_assert(vs->info.output_semantic_index[i] <
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PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
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vs->culldistance_output[vs->info.output_semantic_index[i]] = i;
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}
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}
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if (!found_clipvertex)
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vs->clipvertex_output = vs->position_output;
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}
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assert(vs);
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return vs;
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}
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void
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draw_bind_vertex_shader(struct draw_context *draw,
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struct draw_vertex_shader *dvs)
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{
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draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
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if (dvs)
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{
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draw->vs.vertex_shader = dvs;
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draw->vs.num_vs_outputs = dvs->info.num_outputs;
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draw->vs.position_output = dvs->position_output;
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draw->vs.edgeflag_output = dvs->edgeflag_output;
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draw->vs.clipvertex_output = dvs->clipvertex_output;
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draw->vs.clipdistance_output[0] = dvs->clipdistance_output[0];
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draw->vs.clipdistance_output[1] = dvs->clipdistance_output[1];
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dvs->prepare( dvs, draw );
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}
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else {
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draw->vs.vertex_shader = NULL;
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draw->vs.num_vs_outputs = 0;
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}
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}
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void
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draw_delete_vertex_shader(struct draw_context *draw,
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struct draw_vertex_shader *dvs)
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{
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unsigned i;
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for (i = 0; i < dvs->nr_variants; i++)
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dvs->variant[i]->destroy( dvs->variant[i] );
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dvs->nr_variants = 0;
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dvs->delete( dvs );
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}
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boolean
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draw_vs_init( struct draw_context *draw )
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{
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draw->dump_vs = debug_get_option_gallium_dump_vs();
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draw->vs.tgsi.machine = tgsi_exec_machine_create();
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if (!draw->vs.tgsi.machine)
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return FALSE;
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draw->vs.emit_cache = translate_cache_create();
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if (!draw->vs.emit_cache)
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return FALSE;
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draw->vs.fetch_cache = translate_cache_create();
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if (!draw->vs.fetch_cache)
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return FALSE;
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return TRUE;
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}
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void
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draw_vs_destroy( struct draw_context *draw )
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{
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if (draw->vs.fetch_cache)
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translate_cache_destroy(draw->vs.fetch_cache);
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if (draw->vs.emit_cache)
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translate_cache_destroy(draw->vs.emit_cache);
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tgsi_exec_machine_destroy(draw->vs.tgsi.machine);
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}
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struct draw_vs_variant *
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draw_vs_lookup_variant( struct draw_vertex_shader *vs,
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const struct draw_vs_variant_key *key )
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{
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struct draw_vs_variant *variant;
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unsigned i;
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/* Lookup existing variant:
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*/
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for (i = 0; i < vs->nr_variants; i++)
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if (draw_vs_variant_key_compare(key, &vs->variant[i]->key) == 0)
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return vs->variant[i];
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/* Else have to create a new one:
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*/
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variant = vs->create_variant( vs, key );
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if (variant == NULL)
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return NULL;
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/* Add it to our list, could be smarter:
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*/
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if (vs->nr_variants < Elements(vs->variant)) {
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vs->variant[vs->nr_variants++] = variant;
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}
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else {
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vs->last_variant++;
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vs->last_variant %= Elements(vs->variant);
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vs->variant[vs->last_variant]->destroy(vs->variant[vs->last_variant]);
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vs->variant[vs->last_variant] = variant;
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}
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/* Done
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*/
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return variant;
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}
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struct translate *
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draw_vs_get_fetch( struct draw_context *draw,
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struct translate_key *key )
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{
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if (!draw->vs.fetch ||
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translate_key_compare(&draw->vs.fetch->key, key) != 0)
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{
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translate_key_sanitize(key);
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draw->vs.fetch = translate_cache_find(draw->vs.fetch_cache, key);
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}
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return draw->vs.fetch;
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}
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struct translate *
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draw_vs_get_emit( struct draw_context *draw,
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struct translate_key *key )
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{
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if (!draw->vs.emit ||
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translate_key_compare(&draw->vs.emit->key, key) != 0)
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{
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translate_key_sanitize(key);
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draw->vs.emit = translate_cache_find(draw->vs.emit_cache, key);
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}
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return draw->vs.emit;
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}
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void
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draw_vs_attach_so(struct draw_vertex_shader *dvs,
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const struct pipe_stream_output_info *info)
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{
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dvs->state.stream_output = *info;
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}
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void
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draw_vs_reset_so(struct draw_vertex_shader *dvs)
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{
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memset(&dvs->state.stream_output, 0, sizeof(dvs->state.stream_output));
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}
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