gallium: add interpolation parameter to simple shader functions
This lets us specify linear interpolation instead of perspective interpolation for blit operations. Might be a bit faster.
This commit is contained in:
@@ -134,7 +134,8 @@ util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
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/* fragment shader */
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ctx->fs[TGSI_WRITEMASK_XYZW] =
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util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
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util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D,
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TGSI_INTERPOLATE_LINEAR);
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ctx->vbuf = NULL;
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/* init vertex data that doesn't change */
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@@ -474,6 +475,7 @@ util_blit_pixels_writemask(struct blit_state *ctx,
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if (ctx->fs[writemask] == NULL)
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ctx->fs[writemask] =
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util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D,
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TGSI_INTERPOLATE_LINEAR,
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writemask);
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/* shaders */
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@@ -516,6 +516,26 @@ void *blitter_get_fs_col(struct blitter_context_priv *ctx, unsigned num_cbufs)
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return ctx->fs_col[num_cbufs];
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}
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/** Convert PIPE_TEXTURE_x to TGSI_TEXTURE_x */
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static unsigned
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pipe_tex_to_tgsi_tex(unsigned pipe_tex_target)
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{
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switch (pipe_tex_target) {
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case PIPE_TEXTURE_1D:
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return TGSI_TEXTURE_1D;
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case PIPE_TEXTURE_2D:
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return TGSI_TEXTURE_2D;
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case PIPE_TEXTURE_3D:
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return TGSI_TEXTURE_3D;
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case PIPE_TEXTURE_CUBE:
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return TGSI_TEXTURE_CUBE;
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default:
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assert(0 && "unexpected texture target");
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return TGSI_TEXTURE_UNKNOWN;
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}
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}
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static INLINE
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void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx,
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unsigned tex_target)
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@@ -526,25 +546,10 @@ void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx,
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/* Create the fragment shader on-demand. */
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if (!ctx->fs_texfetch_col[tex_target]) {
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switch (tex_target) {
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case PIPE_TEXTURE_2D:
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ctx->fs_texfetch_col[PIPE_TEXTURE_2D] =
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util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
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break;
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case PIPE_TEXTURE_3D:
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ctx->fs_texfetch_col[PIPE_TEXTURE_3D] =
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util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_3D);
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break;
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case PIPE_TEXTURE_CUBE:
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ctx->fs_texfetch_col[PIPE_TEXTURE_CUBE] =
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util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_CUBE);
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break;
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case PIPE_TEXTURE_1D:
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default:
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ctx->fs_texfetch_col[PIPE_TEXTURE_1D] =
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util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_1D);
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tex_target = PIPE_TEXTURE_1D; /* for the default case */
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}
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unsigned tgsi_tex = pipe_tex_to_tgsi_tex(tex_target);
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ctx->fs_texfetch_col[tex_target] =
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util_make_fragment_tex_shader(pipe, tgsi_tex, TGSI_INTERPOLATE_LINEAR);
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}
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return ctx->fs_texfetch_col[tex_target];
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@@ -560,25 +565,11 @@ void *blitter_get_fs_texfetch_depth(struct blitter_context_priv *ctx,
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/* Create the fragment shader on-demand. */
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if (!ctx->fs_texfetch_depth[tex_target]) {
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switch (tex_target) {
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case PIPE_TEXTURE_2D:
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ctx->fs_texfetch_depth[PIPE_TEXTURE_2D] =
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util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_2D);
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break;
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case PIPE_TEXTURE_3D:
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ctx->fs_texfetch_depth[PIPE_TEXTURE_3D] =
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util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_3D);
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break;
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case PIPE_TEXTURE_CUBE:
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ctx->fs_texfetch_depth[PIPE_TEXTURE_CUBE] =
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util_make_fragment_tex_shader_writedepth(pipe,TGSI_TEXTURE_CUBE);
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break;
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case PIPE_TEXTURE_1D:
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default:
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ctx->fs_texfetch_depth[PIPE_TEXTURE_1D] =
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util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_1D);
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tex_target = PIPE_TEXTURE_1D; /* for the default case */
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}
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unsigned tgsi_tex = pipe_tex_to_tgsi_tex(tex_target);
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ctx->fs_texfetch_depth[tex_target] =
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util_make_fragment_tex_shader_writedepth(pipe, tgsi_tex,
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TGSI_INTERPOLATE_LINEAR);
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}
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return ctx->fs_texfetch_depth[tex_target];
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@@ -1327,8 +1327,10 @@ util_create_gen_mipmap(struct pipe_context *pipe,
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}
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/* fragment shader */
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ctx->fs2d = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
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ctx->fsCube = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_CUBE);
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ctx->fs2d = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D,
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TGSI_INTERPOLATE_LINEAR);
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ctx->fsCube = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_CUBE,
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TGSI_INTERPOLATE_LINEAR);
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/* vertex data that doesn't change */
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for (i = 0; i < 4; i++) {
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@@ -87,10 +87,15 @@ util_make_vertex_passthrough_shader(struct pipe_context *pipe,
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* MOV OUT[0], IMM[0] // (if writemask != 0xf)
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* TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
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* END;
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*
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* \param tex_target one of PIPE_TEXTURE_x
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* \parma interp_mode either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
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* \param writemask mask of TGSI_WRITEMASK_x
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*/
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void *
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util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
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unsigned tex_target,
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unsigned interp_mode,
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unsigned writemask )
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{
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struct ureg_program *ureg;
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@@ -98,6 +103,9 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
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struct ureg_src tex;
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struct ureg_dst out;
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assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
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interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);
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ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
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if (ureg == NULL)
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return NULL;
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@@ -106,7 +114,7 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
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tex = ureg_DECL_fs_input( ureg,
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TGSI_SEMANTIC_GENERIC, 0,
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TGSI_INTERPOLATE_PERSPECTIVE );
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interp_mode );
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out = ureg_DECL_output( ureg,
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TGSI_SEMANTIC_COLOR,
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@@ -133,10 +141,12 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
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* \param tex_target one of PIPE_TEXTURE_x
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*/
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void *
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util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target )
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util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target,
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unsigned interp_mode)
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{
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return util_make_fragment_tex_shader_writemask( pipe,
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tex_target,
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interp_mode,
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TGSI_WRITEMASK_XYZW );
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}
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@@ -147,7 +157,8 @@ util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target )
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*/
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void *
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util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
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unsigned tex_target)
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unsigned tex_target,
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unsigned interp_mode)
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{
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struct ureg_program *ureg;
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struct ureg_src sampler;
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@@ -163,7 +174,7 @@ util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
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tex = ureg_DECL_fs_input( ureg,
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TGSI_SEMANTIC_GENERIC, 0,
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TGSI_INTERPOLATE_PERSPECTIVE );
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interp_mode );
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out = ureg_DECL_output( ureg,
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TGSI_SEMANTIC_COLOR,
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@@ -52,15 +52,18 @@ util_make_vertex_passthrough_shader(struct pipe_context *pipe,
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extern void *
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util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
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unsigned tex_target,
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unsigned interp_mode,
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unsigned writemask);
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extern void *
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util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target);
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util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target,
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unsigned interp_mode);
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extern void *
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util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
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unsigned tex_target);
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unsigned tex_target,
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unsigned interp_mode);
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extern void *
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@@ -59,7 +59,8 @@ static void setup_shaders(struct renderer *ctx)
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{
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struct pipe_context *pipe = ctx->pipe;
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/* fragment shader */
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ctx->fs = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
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ctx->fs = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D,
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TGSI_INTERPOLATE_LINEAR);
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}
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static struct pipe_resource *
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