Fix viewport Z scale/bias to get the right Z values from drawing the quad.
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@@ -326,7 +326,7 @@ clear_with_quad(GLcontext *ctx,
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pipe->bind_depth_stencil_state(pipe, cso->data);
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}
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/* setup state: nothing */
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/* rasterizer state: nothing */
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{
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struct pipe_rasterizer_state raster;
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const struct cso_rasterizer *cso;
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@@ -367,11 +367,11 @@ clear_with_quad(GLcontext *ctx,
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struct pipe_viewport_state vp;
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vp.scale[0] = 0.5 * width;
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vp.scale[1] = -0.5 * height;
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vp.scale[2] = 0.5;
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vp.scale[2] = 1.0;
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vp.scale[3] = 1.0;
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vp.translate[0] = 0.5 * width;
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vp.translate[1] = 0.5 * height;
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vp.translate[2] = 0.5;
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vp.translate[2] = 0.0;
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vp.translate[3] = 0.0;
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pipe->set_viewport_state(pipe, &vp);
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}
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@@ -570,11 +570,11 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
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struct pipe_viewport_state vp;
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vp.scale[0] = 0.5 * width;
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vp.scale[1] = -0.5 * height;
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vp.scale[2] = 0.5;
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vp.scale[2] = 1.0;
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vp.scale[3] = 1.0;
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vp.translate[0] = 0.5 * width;
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vp.translate[1] = 0.5 * height;
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vp.translate[2] = 0.5;
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vp.translate[2] = 0.0;
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vp.translate[3] = 0.0;
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pipe->set_viewport_state(pipe, &vp);
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}
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