svga: Add svga driver
This commit is contained in:
455
src/gallium/drivers/svga/svga_state_framebuffer.c
Normal file
455
src/gallium/drivers/svga/svga_state_framebuffer.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 "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 "svga_context.h"
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#include "svga_state.h"
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#include "svga_cmd.h"
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#include "svga_debug.h"
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#include "svga_hw_reg.h"
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/***********************************************************************
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* Hardware state update
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*/
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static int emit_framebuffer( struct svga_context *svga,
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unsigned dirty )
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{
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const struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
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struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
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unsigned i;
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enum pipe_error ret;
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/* XXX: Need shadow state in svga->hw to eliminate redundant
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* uploads, especially of NULL buffers.
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*/
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for(i = 0; i < PIPE_MAX_COLOR_BUFS; ++i) {
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if (curr->cbufs[i] != hw->cbufs[i]) {
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i, curr->cbufs[i]);
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if (ret != PIPE_OK)
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return ret;
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pipe_surface_reference(&hw->cbufs[i], curr->cbufs[i]);
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}
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}
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if (curr->zsbuf != hw->zsbuf) {
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, curr->zsbuf);
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if (ret != PIPE_OK)
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return ret;
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if (curr->zsbuf &&
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curr->zsbuf->format == PIPE_FORMAT_Z24S8_UNORM) {
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, curr->zsbuf);
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if (ret != PIPE_OK)
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return ret;
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}
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else {
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, NULL);
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if (ret != PIPE_OK)
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return ret;
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}
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pipe_surface_reference(&hw->zsbuf, curr->zsbuf);
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}
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return 0;
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}
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struct svga_tracked_state svga_hw_framebuffer =
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{
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"hw framebuffer state",
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SVGA_NEW_FRAME_BUFFER,
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emit_framebuffer
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};
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/***********************************************************************
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*/
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static int emit_viewport( struct svga_context *svga,
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unsigned dirty )
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{
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const struct pipe_viewport_state *viewport = &svga->curr.viewport;
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struct svga_prescale prescale;
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SVGA3dRect rect;
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/* Not sure if this state is relevant with POSITIONT. Probably
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* not, but setting to 0,1 avoids some state pingponging.
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*/
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float range_min = 0.0;
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float range_max = 1.0;
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float flip = -1.0;
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boolean degenerate = FALSE;
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enum pipe_error ret;
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float fb_width = svga->curr.framebuffer.width;
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float fb_height = svga->curr.framebuffer.height;
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memset( &prescale, 0, sizeof(prescale) );
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if (svga->curr.rast->templ.bypass_vs_clip_and_viewport) {
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/* Avoid POSITIONT as it has a non trivial implementation outside the D3D
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* API. Always generate a vertex shader.
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*/
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rect.x = 0;
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rect.y = 0;
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rect.w = svga->curr.framebuffer.width;
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rect.h = svga->curr.framebuffer.height;
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prescale.scale[0] = 2.0 / (float)rect.w;
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prescale.scale[1] = - 2.0 / (float)rect.h;
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prescale.scale[2] = 1.0;
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prescale.scale[3] = 1.0;
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prescale.translate[0] = -1.0f;
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prescale.translate[1] = 1.0f;
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prescale.translate[2] = 0;
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prescale.translate[3] = 0;
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prescale.enabled = TRUE;
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} else {
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/* Examine gallium viewport transformation and produce a screen
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* rectangle and possibly vertex shader pre-transformation to
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* get the same results.
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*/
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float fx = viewport->scale[0] * -1.0 + viewport->translate[0];
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float fy = flip * viewport->scale[1] * -1.0 + viewport->translate[1];
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float fw = viewport->scale[0] * 2;
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float fh = flip * viewport->scale[1] * 2;
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SVGA_DBG(DEBUG_VIEWPORT,
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"\ninitial %f,%f %fx%f\n",
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fx,
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fy,
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fw,
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fh);
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prescale.scale[0] = 1.0;
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prescale.scale[1] = 1.0;
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prescale.scale[2] = 1.0;
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prescale.scale[3] = 1.0;
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prescale.translate[0] = 0;
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prescale.translate[1] = 0;
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prescale.translate[2] = 0;
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prescale.translate[3] = 0;
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prescale.enabled = TRUE;
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if (fw < 0) {
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prescale.scale[0] *= -1.0;
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prescale.translate[0] += -fw;
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fw = -fw;
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fx = viewport->scale[0] * 1.0 + viewport->translate[0];
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}
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if (fh < 0) {
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prescale.scale[1] *= -1.0;
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prescale.translate[1] += -fh;
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fh = -fh;
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fy = flip * viewport->scale[1] * 1.0 + viewport->translate[1];
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}
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if (fx < 0) {
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prescale.translate[0] += fx;
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prescale.scale[0] *= fw / (fw + fx);
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fw += fx;
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fx = 0;
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}
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if (fy < 0) {
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prescale.translate[1] += fy;
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prescale.scale[1] *= fh / (fh + fy);
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fh += fy;
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fy = 0;
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}
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if (fx + fw > fb_width) {
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prescale.scale[0] *= fw / (fb_width - fx);
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prescale.translate[0] -= fx * (fw / (fb_width - fx));
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prescale.translate[0] += fx;
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fw = fb_width - fx;
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}
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if (fy + fh > fb_height) {
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prescale.scale[1] *= fh / (fb_height - fy);
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prescale.translate[1] -= fy * (fh / (fb_height - fy));
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prescale.translate[1] += fy;
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fh = fb_height - fy;
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}
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if (fw < 0 || fh < 0) {
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fw = fh = fx = fy = 0;
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degenerate = TRUE;
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goto out;
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}
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/* D3D viewport is integer space. Convert fx,fy,etc. to
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* integers.
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*
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* TODO: adjust pretranslate correct for any subpixel error
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* introduced converting to integers.
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*/
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rect.x = fx;
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rect.y = fy;
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rect.w = fw;
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rect.h = fh;
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SVGA_DBG(DEBUG_VIEWPORT,
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"viewport error %f,%f %fx%f\n",
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fabs((float)rect.x - fx),
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fabs((float)rect.y - fy),
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fabs((float)rect.w - fw),
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fabs((float)rect.h - fh));
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SVGA_DBG(DEBUG_VIEWPORT,
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"viewport %d,%d %dx%d\n",
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rect.x,
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rect.y,
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rect.w,
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rect.h);
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/* Finally, to get GL rasterization rules, need to tweak the
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* screen-space coordinates slightly relative to D3D which is
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* what hardware implements natively.
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*/
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if (svga->curr.rast->templ.gl_rasterization_rules) {
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float adjust_x = 0.0;
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float adjust_y = 0.0;
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switch (svga->curr.reduced_prim) {
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case PIPE_PRIM_LINES:
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adjust_x = -0.5;
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adjust_y = 0;
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break;
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case PIPE_PRIM_POINTS:
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case PIPE_PRIM_TRIANGLES:
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adjust_x = -0.375;
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adjust_y = -0.5;
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break;
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}
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prescale.translate[0] += adjust_x;
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prescale.translate[1] += adjust_y;
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prescale.translate[2] = 0.5; /* D3D clip space */
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prescale.scale[2] = 0.5; /* D3D clip space */
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}
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range_min = viewport->scale[2] * -1.0 + viewport->translate[2];
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range_max = viewport->scale[2] * 1.0 + viewport->translate[2];
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/* D3D (and by implication SVGA) doesn't like dealing with zmax
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* less than zmin. Detect that case, flip the depth range and
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* invert our z-scale factor to achieve the same effect.
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*/
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if (range_min > range_max) {
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float range_tmp;
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range_tmp = range_min;
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range_min = range_max;
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range_max = range_tmp;
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prescale.scale[2] = -prescale.scale[2];
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}
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}
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if (prescale.enabled) {
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float H[2];
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float J[2];
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int i;
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SVGA_DBG(DEBUG_VIEWPORT,
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"prescale %f,%f %fx%f\n",
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prescale.translate[0],
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prescale.translate[1],
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prescale.scale[0],
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prescale.scale[1]);
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H[0] = (float)rect.w / 2.0;
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H[1] = -(float)rect.h / 2.0;
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J[0] = (float)rect.x + (float)rect.w / 2.0;
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J[1] = (float)rect.y + (float)rect.h / 2.0;
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SVGA_DBG(DEBUG_VIEWPORT,
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"H %f,%f\n"
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"J %fx%f\n",
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H[0],
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H[1],
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J[0],
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J[1]);
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/* Adjust prescale to take into account the fact that it is
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* going to be applied prior to the perspective divide and
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* viewport transformation.
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*
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* Vwin = H(Vc/Vc.w) + J
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*
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* We want to tweak Vwin with scale and translation from above,
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* as in:
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*
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* Vwin' = S Vwin + T
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*
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* But we can only modify the values at Vc. Plugging all the
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* above together, and rearranging, eventually we get:
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*
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* Vwin' = H(Vc'/Vc'.w) + J
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* where:
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* Vc' = SVc + KVc.w
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* K = (T + (S-1)J) / H
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*
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* Overwrite prescale.translate with values for K:
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*/
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for (i = 0; i < 2; i++) {
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prescale.translate[i] = ((prescale.translate[i] +
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(prescale.scale[i] - 1.0) * J[i]) / H[i]);
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}
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SVGA_DBG(DEBUG_VIEWPORT,
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"clipspace %f,%f %fx%f\n",
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prescale.translate[0],
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prescale.translate[1],
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prescale.scale[0],
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prescale.scale[1]);
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}
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out:
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if (degenerate) {
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rect.x = 0;
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rect.y = 0;
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rect.w = 1;
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rect.h = 1;
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prescale.enabled = FALSE;
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}
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if (memcmp(&rect, &svga->state.hw_clear.viewport, sizeof(rect)) != 0) {
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ret = SVGA3D_SetViewport(svga->swc, &rect);
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if(ret != PIPE_OK)
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return ret;
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memcpy(&svga->state.hw_clear.viewport, &rect, sizeof(rect));
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assert(sizeof(rect) == sizeof(svga->state.hw_clear.viewport));
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}
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if (svga->state.hw_clear.depthrange.zmin != range_min ||
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svga->state.hw_clear.depthrange.zmax != range_max)
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{
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ret = SVGA3D_SetZRange(svga->swc, range_min, range_max );
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if(ret != PIPE_OK)
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return ret;
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svga->state.hw_clear.depthrange.zmin = range_min;
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svga->state.hw_clear.depthrange.zmax = range_max;
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}
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if (memcmp(&prescale, &svga->state.hw_clear.prescale, sizeof prescale) != 0) {
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svga->dirty |= SVGA_NEW_PRESCALE;
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svga->state.hw_clear.prescale = prescale;
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}
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return 0;
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}
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struct svga_tracked_state svga_hw_viewport =
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{
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"hw viewport state",
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( SVGA_NEW_FRAME_BUFFER |
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SVGA_NEW_VIEWPORT |
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SVGA_NEW_RAST |
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SVGA_NEW_REDUCED_PRIMITIVE ),
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emit_viewport
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};
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/***********************************************************************
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* Scissor state
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*/
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static int emit_scissor_rect( struct svga_context *svga,
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unsigned dirty )
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{
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const struct pipe_scissor_state *scissor = &svga->curr.scissor;
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SVGA3dRect rect;
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rect.x = scissor->minx;
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rect.y = scissor->miny;
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rect.w = scissor->maxx - scissor->minx; /* + 1 ?? */
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rect.h = scissor->maxy - scissor->miny; /* + 1 ?? */
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return SVGA3D_SetScissorRect(svga->swc, &rect);
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}
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struct svga_tracked_state svga_hw_scissor =
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{
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"hw scissor state",
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SVGA_NEW_SCISSOR,
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emit_scissor_rect
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};
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/***********************************************************************
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* Userclip state
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*/
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static int emit_clip_planes( struct svga_context *svga,
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unsigned dirty )
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{
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unsigned i;
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enum pipe_error ret;
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/* TODO: just emit directly from svga_set_clip_state()?
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*/
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for (i = 0; i < svga->curr.clip.nr; i++) {
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ret = SVGA3D_SetClipPlane( svga->swc,
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i,
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svga->curr.clip.ucp[i] );
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if(ret != PIPE_OK)
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return ret;
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}
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return 0;
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}
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struct svga_tracked_state svga_hw_clip_planes =
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{
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"hw viewport state",
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SVGA_NEW_CLIP,
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emit_clip_planes
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};
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Reference in New Issue
Block a user