edb28b33f3
git-svn-id: svn://kolibrios.org@3770 a494cfbc-eb01-0410-851d-a64ba20cac60
457 lines
14 KiB
C
457 lines
14 KiB
C
/**************************************************************************
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*
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* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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* Copyright 2010 VMware, Inc.
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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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* Polygon stipple helper module. Drivers/GPUs which don't support polygon
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* stipple natively can use this module to simulate it.
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*
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* Basically, modify fragment shader to sample the 32x32 stipple pattern
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* texture and do a fragment kill for the 'off' bits.
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*
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* This was originally a 'draw' module stage, but since we don't need
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* vertex window coords or anything, it can be a stand-alone utility module.
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*
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* Authors: Brian Paul
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*/
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#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_shader_tokens.h"
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#include "util/u_inlines.h"
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#include "util/u_format.h"
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#include "util/u_memory.h"
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#include "util/u_pstipple.h"
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#include "util/u_sampler.h"
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#include "tgsi/tgsi_transform.h"
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#include "tgsi/tgsi_dump.h"
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#include "tgsi/tgsi_scan.h"
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/** Approx number of new tokens for instructions in pstip_transform_inst() */
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#define NUM_NEW_TOKENS 50
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static void
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util_pstipple_update_stipple_texture(struct pipe_context *pipe,
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struct pipe_resource *tex,
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const uint32_t pattern[32])
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{
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static const uint bit31 = 1 << 31;
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struct pipe_transfer *transfer;
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ubyte *data;
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int i, j;
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/* map texture memory */
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data = pipe_transfer_map(pipe, tex, 0, 0,
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PIPE_TRANSFER_WRITE, 0, 0, 32, 32, &transfer);
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/*
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* Load alpha texture.
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* Note: 0 means keep the fragment, 255 means kill it.
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* We'll negate the texel value and use KILP which kills if value
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* is negative.
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*/
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for (i = 0; i < 32; i++) {
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for (j = 0; j < 32; j++) {
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if (pattern[i] & (bit31 >> j)) {
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/* fragment "on" */
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data[i * transfer->stride + j] = 0;
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}
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else {
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/* fragment "off" */
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data[i * transfer->stride + j] = 255;
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}
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}
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}
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/* unmap */
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pipe->transfer_unmap(pipe, transfer);
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}
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/**
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* Create a 32x32 alpha8 texture that encodes the given stipple pattern.
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*/
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struct pipe_resource *
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util_pstipple_create_stipple_texture(struct pipe_context *pipe,
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const uint32_t pattern[32])
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{
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struct pipe_screen *screen = pipe->screen;
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struct pipe_resource templat, *tex;
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memset(&templat, 0, sizeof(templat));
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templat.target = PIPE_TEXTURE_2D;
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templat.format = PIPE_FORMAT_A8_UNORM;
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templat.last_level = 0;
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templat.width0 = 32;
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templat.height0 = 32;
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templat.depth0 = 1;
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templat.array_size = 1;
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templat.bind = PIPE_BIND_SAMPLER_VIEW;
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tex = screen->resource_create(screen, &templat);
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if (tex)
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util_pstipple_update_stipple_texture(pipe, tex, pattern);
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return tex;
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}
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/**
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* Create sampler view to sample the stipple texture.
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*/
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struct pipe_sampler_view *
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util_pstipple_create_sampler_view(struct pipe_context *pipe,
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struct pipe_resource *tex)
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{
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struct pipe_sampler_view templat, *sv;
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u_sampler_view_default_template(&templat, tex, tex->format);
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sv = pipe->create_sampler_view(pipe, tex, &templat);
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return sv;
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}
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/**
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* Create the sampler CSO that'll be used for stippling.
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*/
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void *
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util_pstipple_create_sampler(struct pipe_context *pipe)
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{
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struct pipe_sampler_state templat;
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void *s;
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memset(&templat, 0, sizeof(templat));
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templat.wrap_s = PIPE_TEX_WRAP_REPEAT;
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templat.wrap_t = PIPE_TEX_WRAP_REPEAT;
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templat.wrap_r = PIPE_TEX_WRAP_REPEAT;
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templat.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
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templat.min_img_filter = PIPE_TEX_FILTER_NEAREST;
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templat.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
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templat.normalized_coords = 1;
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templat.min_lod = 0.0f;
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templat.max_lod = 0.0f;
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s = pipe->create_sampler_state(pipe, &templat);
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return s;
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}
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/**
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* Subclass of tgsi_transform_context, used for transforming the
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* user's fragment shader to add the extra texture sample and fragment kill
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* instructions.
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*/
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struct pstip_transform_context {
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struct tgsi_transform_context base;
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struct tgsi_shader_info info;
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uint tempsUsed; /**< bitmask */
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int wincoordInput;
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int maxInput;
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uint samplersUsed; /**< bitfield of samplers used */
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int freeSampler; /** an available sampler for the pstipple */
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int texTemp; /**< temp registers */
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int numImmed;
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boolean firstInstruction;
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uint coordOrigin;
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};
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/**
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* TGSI declaration transform callback.
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* Track samplers used, temps used, inputs used.
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*/
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static void
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pstip_transform_decl(struct tgsi_transform_context *ctx,
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struct tgsi_full_declaration *decl)
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{
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struct pstip_transform_context *pctx =
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(struct pstip_transform_context *) ctx;
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/* XXX we can use tgsi_shader_info instead of some of this */
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if (decl->Declaration.File == TGSI_FILE_SAMPLER) {
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uint i;
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for (i = decl->Range.First; i <= decl->Range.Last; i++) {
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pctx->samplersUsed |= 1 << i;
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}
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}
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else if (decl->Declaration.File == TGSI_FILE_INPUT) {
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pctx->maxInput = MAX2(pctx->maxInput, (int) decl->Range.Last);
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if (decl->Semantic.Name == TGSI_SEMANTIC_POSITION)
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pctx->wincoordInput = (int) decl->Range.First;
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}
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else if (decl->Declaration.File == TGSI_FILE_TEMPORARY) {
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uint i;
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for (i = decl->Range.First; i <= decl->Range.Last; i++) {
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pctx->tempsUsed |= (1 << i);
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}
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}
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ctx->emit_declaration(ctx, decl);
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}
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static void
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pstip_transform_immed(struct tgsi_transform_context *ctx,
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struct tgsi_full_immediate *immed)
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{
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struct pstip_transform_context *pctx =
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(struct pstip_transform_context *) ctx;
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pctx->numImmed++;
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}
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/**
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* Find the lowest zero bit in the given word, or -1 if bitfield is all ones.
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*/
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static int
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free_bit(uint bitfield)
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{
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return ffs(~bitfield) - 1;
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}
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/**
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* TGSI instruction transform callback.
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* Before the first instruction, insert our new code to sample the
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* stipple texture (using the fragment coord register) then kill the
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* fragment if the stipple texture bit is off.
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*
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* Insert:
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* declare new registers
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* MUL texTemp, INPUT[wincoord], 1/32;
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* TEX texTemp, texTemp, sampler;
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* KIL -texTemp; # if -texTemp < 0, KILL fragment
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* [...original code...]
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*/
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static void
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pstip_transform_inst(struct tgsi_transform_context *ctx,
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struct tgsi_full_instruction *inst)
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{
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struct pstip_transform_context *pctx =
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(struct pstip_transform_context *) ctx;
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if (pctx->firstInstruction) {
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/* emit our new declarations before the first instruction */
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struct tgsi_full_declaration decl;
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struct tgsi_full_instruction newInst;
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uint i;
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int wincoordInput;
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/* find free texture sampler */
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pctx->freeSampler = free_bit(pctx->samplersUsed);
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if (pctx->freeSampler >= PIPE_MAX_SAMPLERS)
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pctx->freeSampler = PIPE_MAX_SAMPLERS - 1;
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if (pctx->wincoordInput < 0)
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wincoordInput = pctx->maxInput + 1;
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else
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wincoordInput = pctx->wincoordInput;
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/* find one free temp register */
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for (i = 0; i < 32; i++) {
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if ((pctx->tempsUsed & (1 << i)) == 0) {
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/* found a free temp */
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if (pctx->texTemp < 0)
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pctx->texTemp = i;
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else
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break;
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}
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}
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assert(pctx->texTemp >= 0);
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if (pctx->wincoordInput < 0) {
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/* declare new position input reg */
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decl = tgsi_default_full_declaration();
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decl.Declaration.File = TGSI_FILE_INPUT;
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decl.Declaration.Interpolate = 1;
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decl.Declaration.Semantic = 1;
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decl.Semantic.Name = TGSI_SEMANTIC_POSITION;
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decl.Semantic.Index = 0;
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decl.Range.First =
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decl.Range.Last = wincoordInput;
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decl.Interp.Interpolate = TGSI_INTERPOLATE_LINEAR;
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ctx->emit_declaration(ctx, &decl);
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}
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/* declare new sampler */
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decl = tgsi_default_full_declaration();
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decl.Declaration.File = TGSI_FILE_SAMPLER;
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decl.Range.First =
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decl.Range.Last = pctx->freeSampler;
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ctx->emit_declaration(ctx, &decl);
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/* declare new temp regs */
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decl = tgsi_default_full_declaration();
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decl.Declaration.File = TGSI_FILE_TEMPORARY;
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decl.Range.First =
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decl.Range.Last = pctx->texTemp;
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ctx->emit_declaration(ctx, &decl);
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/* emit immediate = {1/32, 1/32, 1, 1}
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* The index/position of this immediate will be pctx->numImmed
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*/
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{
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static const float value[4] = { 1.0/32, 1.0/32, 1.0, 1.0 };
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struct tgsi_full_immediate immed;
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uint size = 4;
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immed = tgsi_default_full_immediate();
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immed.Immediate.NrTokens = 1 + size; /* one for the token itself */
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immed.u[0].Float = value[0];
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immed.u[1].Float = value[1];
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immed.u[2].Float = value[2];
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immed.u[3].Float = value[3];
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ctx->emit_immediate(ctx, &immed);
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}
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pctx->firstInstruction = FALSE;
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/*
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* Insert new MUL/TEX/KILP instructions at start of program
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* Take gl_FragCoord, divide by 32 (stipple size), sample the
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* texture and kill fragment if needed.
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*
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* We'd like to use non-normalized texcoords to index into a RECT
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* texture, but we can only use REPEAT wrap mode with normalized
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* texcoords. Darn.
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*/
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/* XXX invert wincoord if origin isn't lower-left... */
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/* MUL texTemp, INPUT[wincoord], 1/32; */
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newInst = tgsi_default_full_instruction();
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newInst.Instruction.Opcode = TGSI_OPCODE_MUL;
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newInst.Instruction.NumDstRegs = 1;
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newInst.Dst[0].Register.File = TGSI_FILE_TEMPORARY;
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newInst.Dst[0].Register.Index = pctx->texTemp;
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newInst.Instruction.NumSrcRegs = 2;
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newInst.Src[0].Register.File = TGSI_FILE_INPUT;
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newInst.Src[0].Register.Index = wincoordInput;
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newInst.Src[1].Register.File = TGSI_FILE_IMMEDIATE;
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newInst.Src[1].Register.Index = pctx->numImmed;
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ctx->emit_instruction(ctx, &newInst);
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/* TEX texTemp, texTemp, sampler; */
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newInst = tgsi_default_full_instruction();
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newInst.Instruction.Opcode = TGSI_OPCODE_TEX;
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newInst.Instruction.NumDstRegs = 1;
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newInst.Dst[0].Register.File = TGSI_FILE_TEMPORARY;
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newInst.Dst[0].Register.Index = pctx->texTemp;
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newInst.Instruction.NumSrcRegs = 2;
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newInst.Instruction.Texture = TRUE;
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newInst.Texture.Texture = TGSI_TEXTURE_2D;
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newInst.Src[0].Register.File = TGSI_FILE_TEMPORARY;
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newInst.Src[0].Register.Index = pctx->texTemp;
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newInst.Src[1].Register.File = TGSI_FILE_SAMPLER;
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newInst.Src[1].Register.Index = pctx->freeSampler;
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ctx->emit_instruction(ctx, &newInst);
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/* KIL -texTemp; # if -texTemp < 0, KILL fragment */
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newInst = tgsi_default_full_instruction();
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newInst.Instruction.Opcode = TGSI_OPCODE_KIL;
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newInst.Instruction.NumDstRegs = 0;
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newInst.Instruction.NumSrcRegs = 1;
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newInst.Src[0].Register.File = TGSI_FILE_TEMPORARY;
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newInst.Src[0].Register.Index = pctx->texTemp;
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newInst.Src[0].Register.Negate = 1;
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ctx->emit_instruction(ctx, &newInst);
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}
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/* emit this instruction */
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ctx->emit_instruction(ctx, inst);
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}
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/**
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* Given a fragment shader, return a new fragment shader which
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* samples a stipple texture and executes KILL.
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*/
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struct pipe_shader_state *
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util_pstipple_create_fragment_shader(struct pipe_context *pipe,
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struct pipe_shader_state *fs,
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unsigned *samplerUnitOut)
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{
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struct pipe_shader_state *new_fs;
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struct pstip_transform_context transform;
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const uint newLen = tgsi_num_tokens(fs->tokens) + NUM_NEW_TOKENS;
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unsigned i;
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new_fs = MALLOC(sizeof(*new_fs));
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if (!new_fs)
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return NULL;
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new_fs->tokens = tgsi_alloc_tokens(newLen);
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if (!new_fs->tokens) {
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FREE(new_fs);
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return NULL;
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}
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/* Setup shader transformation info/context.
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*/
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memset(&transform, 0, sizeof(transform));
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transform.wincoordInput = -1;
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transform.maxInput = -1;
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transform.texTemp = -1;
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transform.firstInstruction = TRUE;
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transform.coordOrigin = TGSI_FS_COORD_ORIGIN_UPPER_LEFT;
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transform.base.transform_instruction = pstip_transform_inst;
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transform.base.transform_declaration = pstip_transform_decl;
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transform.base.transform_immediate = pstip_transform_immed;
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tgsi_scan_shader(fs->tokens, &transform.info);
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/* find fragment coordinate origin property */
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for (i = 0; i < transform.info.num_properties; i++) {
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if (transform.info.properties[i].name == TGSI_PROPERTY_FS_COORD_ORIGIN)
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transform.coordOrigin = transform.info.properties[i].data[0];
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}
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tgsi_transform_shader(fs->tokens,
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(struct tgsi_token *) new_fs->tokens,
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newLen, &transform.base);
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#if 0 /* DEBUG */
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tgsi_dump(fs->tokens, 0);
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tgsi_dump(new_fs->tokens, 0);
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#endif
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assert(transform.freeSampler < PIPE_MAX_SAMPLERS);
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*samplerUnitOut = transform.freeSampler;
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return new_fs;
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}
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