svga: Add svga driver
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src/gallium/drivers/svga/svga_pipe_rasterizer.c
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src/gallium/drivers/svga/svga_pipe_rasterizer.c
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/**********************************************************
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* Copyright 2008-2009 VMware, Inc. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************/
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#include "draw/draw_context.h"
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#include "pipe/p_inlines.h"
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#include "pipe/p_defines.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "svga_context.h"
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#include "svga_state.h"
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#include "svga_hw_reg.h"
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/* Hardware frontwinding is always set up as SVGA3D_FRONTWINDING_CW.
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*/
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static SVGA3dFace svga_translate_cullmode( unsigned mode,
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unsigned front_winding )
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{
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switch (mode) {
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case PIPE_WINDING_NONE:
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return SVGA3D_FACE_NONE;
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case PIPE_WINDING_CCW:
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return SVGA3D_FACE_BACK;
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case PIPE_WINDING_CW:
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return SVGA3D_FACE_FRONT;
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case PIPE_WINDING_BOTH:
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return SVGA3D_FACE_FRONT_BACK;
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default:
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assert(0);
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return SVGA3D_FACE_NONE;
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}
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}
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static SVGA3dShadeMode svga_translate_flatshade( unsigned mode )
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{
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return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH;
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}
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static void *
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svga_create_rasterizer_state(struct pipe_context *pipe,
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const struct pipe_rasterizer_state *templ)
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{
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struct svga_rasterizer_state *rast = CALLOC_STRUCT( svga_rasterizer_state );
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/* need this for draw module. */
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rast->templ = *templ;
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/* light_twoside - XXX: need fragment shader varient */
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/* poly_smooth - XXX: no fallback available */
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/* poly_stipple_enable - draw module */
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/* point_sprite - ? */
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/* point_size_per_vertex - ? */
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/* sprite_coord_mode - ??? */
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/* bypass_vs_viewport_and_clip - handled by viewport setup */
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/* flatshade_first - handled by index translation */
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/* gl_rasterization_rules - XXX - viewport code */
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/* line_width - draw module */
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/* fill_cw, fill_ccw - draw module or index translation */
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rast->shademode = svga_translate_flatshade( templ->flatshade );
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rast->cullmode = svga_translate_cullmode( templ->cull_mode,
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templ->front_winding );
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rast->scissortestenable = templ->scissor;
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rast->multisampleantialias = templ->multisample;
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rast->antialiasedlineenable = templ->line_smooth;
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rast->lastpixel = templ->line_last_pixel;
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rast->pointsize = templ->point_size;
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rast->pointsize_min = templ->point_size_min;
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rast->pointsize_max = templ->point_size_max;
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rast->hw_unfilled = PIPE_POLYGON_MODE_FILL;
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/* Use swtnl + decomposition implement these:
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*/
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if (templ->poly_stipple_enable)
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rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
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if (templ->line_width != 1.0 &&
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templ->line_width != 0.0)
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rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
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if (templ->line_stipple_enable) {
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/* LinePattern not implemented on all backends.
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*/
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if (0) {
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SVGA3dLinePattern lp;
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lp.repeat = templ->line_stipple_factor + 1;
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lp.pattern = templ->line_stipple_pattern;
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rast->linepattern = lp.uintValue;
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}
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else {
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rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
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}
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}
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if (templ->point_smooth)
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rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
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{
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boolean offset_cw = templ->offset_cw;
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boolean offset_ccw = templ->offset_ccw;
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boolean offset = 0;
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int fill_cw = templ->fill_cw;
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int fill_ccw = templ->fill_ccw;
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int fill = PIPE_POLYGON_MODE_FILL;
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switch (templ->cull_mode) {
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case PIPE_WINDING_BOTH:
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offset = 0;
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fill = PIPE_POLYGON_MODE_FILL;
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break;
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case PIPE_WINDING_CW:
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offset = offset_ccw;
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fill = fill_ccw;
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break;
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case PIPE_WINDING_CCW:
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offset = offset_cw;
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fill = fill_cw;
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break;
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case PIPE_WINDING_NONE:
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if (fill_cw != fill_ccw || offset_cw != offset_ccw)
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{
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/* Always need the draw module to work out different
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* front/back fill modes:
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*/
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rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
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}
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else {
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offset = offset_ccw;
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fill = fill_ccw;
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}
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break;
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default:
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assert(0);
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break;
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}
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/* Unfilled primitive modes aren't implemented on all virtual
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* hardware. We can do some unfilled processing with index
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* translation, but otherwise need the draw module:
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*/
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if (fill != PIPE_POLYGON_MODE_FILL &&
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(templ->flatshade ||
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templ->light_twoside ||
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offset ||
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templ->cull_mode != PIPE_WINDING_NONE))
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{
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fill = PIPE_POLYGON_MODE_FILL;
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rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
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}
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/* If we are decomposing to lines, and lines need the pipeline,
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* then we also need the pipeline for tris.
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*/
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if (fill == PIPE_POLYGON_MODE_LINE &&
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(rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES))
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{
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fill = PIPE_POLYGON_MODE_FILL;
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rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
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}
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/* Similarly for points:
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*/
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if (fill == PIPE_POLYGON_MODE_POINT &&
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(rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS))
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{
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fill = PIPE_POLYGON_MODE_FILL;
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rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
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}
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if (offset) {
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rast->slopescaledepthbias = templ->offset_scale;
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rast->depthbias = templ->offset_units;
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}
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rast->hw_unfilled = fill;
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}
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if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
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/* Turn off stuff which will get done in the draw module:
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*/
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rast->hw_unfilled = PIPE_POLYGON_MODE_FILL;
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rast->slopescaledepthbias = 0;
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rast->depthbias = 0;
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}
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return rast;
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}
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static void svga_bind_rasterizer_state( struct pipe_context *pipe,
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void *state )
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{
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struct svga_context *svga = svga_context(pipe);
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struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
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svga->curr.rast = raster;
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draw_set_rasterizer_state(svga->swtnl.draw, raster ? &raster->templ : NULL);
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svga->dirty |= SVGA_NEW_RAST;
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}
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static void svga_delete_rasterizer_state(struct pipe_context *pipe,
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void *raster)
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{
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FREE(raster);
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}
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void svga_init_rasterizer_functions( struct svga_context *svga )
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{
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svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
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svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
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svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
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}
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/***********************************************************************
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* Hardware state update
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*/
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