draw: remove old vertex_shader->run() functions
This commit is contained in:
@@ -74,7 +74,7 @@ draw_vertex_shader_queue_flush(struct draw_context *draw)
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assert(n > 0);
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assert(n <= MAX_SHADER_VERTICES);
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shader->run(shader, draw, elts, n, dests, MAX_VERTEX_ALLOCATION);
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// shader->run(shader, draw, elts, n, dests, MAX_VERTEX_ALLOCATION);
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}
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draw->vs.post_nr = draw->vs.queue_nr;
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@@ -55,13 +55,6 @@ struct draw_vertex_shader {
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/* Run the shader - this interface will get cleaned up in the
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* future:
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*/
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boolean (*run)( struct draw_vertex_shader *shader,
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struct draw_context *draw,
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const unsigned *elts,
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unsigned count,
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void *out,
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unsigned vertex_size);
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void (*run_linear)( struct draw_vertex_shader *shader,
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const float (*input)[4],
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float (*output)[4],
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@@ -66,145 +66,9 @@ vs_exec_prepare( struct draw_vertex_shader *shader,
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PIPE_MAX_SAMPLERS,
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NULL /*samplers*/ );
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draw_update_vertex_fetch( draw );
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}
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/**
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* Transform vertices with the current vertex program/shader
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* Up to four vertices can be shaded at a time.
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* \param vbuffer the input vertex data
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* \param elts indexes of four input vertices
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* \param count number of vertices to shade [1..4]
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* \param vOut array of pointers to four output vertices
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*/
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static boolean
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vs_exec_run( struct draw_vertex_shader *shader,
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struct draw_context *draw,
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const unsigned *elts,
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unsigned count,
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void *vOut,
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unsigned vertex_size)
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{
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struct exec_vertex_shader *evs = exec_vertex_shader(shader);
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struct tgsi_exec_machine *machine = evs->machine;
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unsigned int i, j;
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unsigned int clipped = 0;
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struct tgsi_exec_vector *outputs = 0;
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const float *scale = draw->viewport.scale;
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const float *trans = draw->viewport.translate;
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assert(shader->info.output_semantic_name[0] == TGSI_SEMANTIC_POSITION);
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machine->Consts = (const float (*)[4]) draw->user.constants;
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if (draw->rasterizer->bypass_vs) {
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/* outputs are just the inputs */
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outputs = machine->Inputs;
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}
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else {
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outputs = machine->Outputs;
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}
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for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
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unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
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draw->vertex_fetch.fetch_func( draw, machine, &elts[i], max_vertices );
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#if 0
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for (j = 0; j < max_vertices; j++) {
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unsigned slot;
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debug_printf("%d) Input vert:\n", i + j);
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for (slot = 0; slot < shader->info.num_inputs; slot++) {
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debug_printf("\t%d: %f %f %f %f\n", slot,
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machine->Inputs[slot].xyzw[0].f[j],
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machine->Inputs[slot].xyzw[1].f[j],
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machine->Inputs[slot].xyzw[2].f[j],
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machine->Inputs[slot].xyzw[3].f[j]);
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}
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}
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#endif
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if (!draw->rasterizer->bypass_vs) {
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/* run interpreter */
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tgsi_exec_machine_run( machine );
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}
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/* store machine results */
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for (j = 0; j < max_vertices; j++) {
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unsigned slot;
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float x, y, z, w;
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struct vertex_header *out =
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draw_header_from_block(vOut, vertex_size, i + j);
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/* Handle attr[0] (position) specially:
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*
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* XXX: Computing the clipmask should be done in the vertex
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* program as a set of DP4 instructions appended to the
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* user-provided code.
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*/
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x = out->clip[0] = outputs[0].xyzw[0].f[j];
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y = out->clip[1] = outputs[0].xyzw[1].f[j];
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z = out->clip[2] = outputs[0].xyzw[2].f[j];
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w = out->clip[3] = outputs[0].xyzw[3].f[j];
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if (!draw->rasterizer->bypass_clipping) {
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out->clipmask = compute_clipmask(out->clip, draw->plane,
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draw->nr_planes);
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clipped += out->clipmask;
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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}
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else {
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out->clipmask = 0;
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}
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out->edgeflag = 1;
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out->vertex_id = UNDEFINED_VERTEX_ID;
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if (!draw->identity_viewport) {
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/* Viewport mapping */
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out->data[0][0] = x * scale[0] + trans[0];
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out->data[0][1] = y * scale[1] + trans[1];
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out->data[0][2] = z * scale[2] + trans[2];
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out->data[0][3] = w;
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}
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else
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{
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out->data[0][0] = x;
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out->data[0][1] = y;
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out->data[0][2] = z;
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out->data[0][3] = w;
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}
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/* Remaining attributes are packed into sequential post-transform
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* vertex attrib slots.
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*/
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for (slot = 1; slot < draw->num_vs_outputs; slot++) {
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out->data[slot][0] = outputs[slot].xyzw[0].f[j];
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out->data[slot][1] = outputs[slot].xyzw[1].f[j];
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out->data[slot][2] = outputs[slot].xyzw[2].f[j];
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out->data[slot][3] = outputs[slot].xyzw[3].f[j];
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}
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#if 0 /*DEBUG*/
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printf("%d) Post xform vert:\n", i + j);
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for (slot = 0; slot < draw->num_vs_outputs; slot++) {
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printf("\t%d: %f %f %f %f\n", slot,
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out->data[slot][0],
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out->data[slot][1],
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out->data[slot][2],
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out->data[slot][3]);
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}
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#endif
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} /* loop over vertices */
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}
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return clipped != 0;
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}
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/* Simplified vertex shader interface for the pt paths. Given the
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@@ -312,7 +176,6 @@ draw_create_vs_exec(struct draw_context *draw,
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vs->base.prepare = vs_exec_prepare;
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vs->base.run = vs_exec_run;
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vs->base.run_linear = vs_exec_run_linear;
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vs->base.delete = vs_exec_delete;
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vs->machine = &draw->machine;
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@@ -60,113 +60,6 @@ vs_llvm_prepare( struct draw_vertex_shader *base,
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/**
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* Transform vertices with the current vertex program/shader
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* Up to four vertices can be shaded at a time.
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* \param vbuffer the input vertex data
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* \param elts indexes of four input vertices
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* \param count number of vertices to shade [1..4]
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* \param vOut array of pointers to four output vertices
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*/
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static boolean
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vs_llvm_run( struct draw_vertex_shader *base,
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struct draw_context *draw,
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const unsigned *elts,
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unsigned count,
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void *vOut )
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{
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struct draw_llvm_vertex_shader *shader =
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(struct draw_llvm_vertex_shader *)base;
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struct tgsi_exec_machine *machine = shader->machine;
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unsigned int j;
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unsigned int clipped = 0;
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const float *scale = draw->viewport.scale;
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const float *trans = draw->viewport.translate;
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assert(count <= 4);
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assert(base->state->output_semantic_name[0] == TGSI_SEMANTIC_POSITION);
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/* Consts does not require 16 byte alignment. */
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machine->Consts = (float (*)[4]) draw->user.constants;
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if (draw->rasterizer->bypass_vs) {
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/* outputs are just the inputs */
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outputs = machine->Inputs;
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}
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else {
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outputs = machine->Outputs;
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}
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draw->vertex_fetch.fetch_func( draw, machine, elts, count );
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if (!draw->rasterizer->bypass_vs) {
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/* run shader */
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gallivm_cpu_vs_exec(shader->llvm_prog,
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machine->Inputs,
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machine->Outputs,
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machine->Consts,
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machine->Temps);
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}
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/* store machine results */
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for (j = 0; j < count; j++) {
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unsigned slot;
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float x, y, z, w;
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x = vOut[j]->clip[0] = outputs[0].xyzw[0].f[j];
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y = vOut[j]->clip[1] = outputs[0].xyzw[1].f[j];
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z = vOut[j]->clip[2] = outputs[0].xyzw[2].f[j];
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w = vOut[j]->clip[3] = outputs[0].xyzw[3].f[j];
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if (!draw->rasterizer->bypass_clipping) {
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vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane,
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draw->nr_planes);
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clipped += vOut[j]->clipmask;
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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}
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else {
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vOut[j]->clipmask = 0;
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}
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vOut[j]->edgeflag = 1;
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vOut[j]->vertex_id = UNDEFINED_VERTEX_ID;
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if (!draw->identity_viewport) {
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/* Viewport mapping */
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vOut[j]->data[0][0] = x * scale[0] + trans[0];
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vOut[j]->data[0][1] = y * scale[1] + trans[1];
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vOut[j]->data[0][2] = z * scale[2] + trans[2];
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vOut[j]->data[0][3] = w;
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}
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else {
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vOut[j]->data[0][0] = x;
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vOut[j]->data[0][1] = y;
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vOut[j]->data[0][2] = z;
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vOut[j]->data[0][3] = w;
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}
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/* Remaining attributes are packed into sequential post-transform
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* vertex attrib slots.
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*/
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for (slot = 1; slot < draw->num_vs_outputs; slot++) {
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vOut[j]->data[slot][0] = outputs[slot].xyzw[0].f[j];
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vOut[j]->data[slot][1] = outputs[slot].xyzw[1].f[j];
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vOut[j]->data[slot][2] = outputs[slot].xyzw[2].f[j];
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vOut[j]->data[slot][3] = outputs[slot].xyzw[3].f[j];
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}
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} /* loop over vertices */
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return clipped != 0;
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}
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static void
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vs_llvm_run_linear( struct draw_vertex_shader *base,
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@@ -256,7 +149,6 @@ draw_create_vs_llvm(struct draw_context *draw,
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tgsi_scan_shader(shader->tokens, &vs->base.info);
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vs->base.prepare = vs_llvm_prepare;
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vs->base.run = vs_llvm_run;
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vs->base.run_linear = vs_llvm_run_linear;
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vs->base.delete = vs_llvm_delete;
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vs->machine = &draw->machine;
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@@ -74,131 +74,6 @@ vs_sse_prepare( struct draw_vertex_shader *base,
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draw_update_vertex_fetch( draw );
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}
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/**
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* Transform vertices with the current vertex program/shader
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* Up to four vertices can be shaded at a time.
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* \param vbuffer the input vertex data
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* \param elts indexes of four input vertices
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* \param count number of vertices to shade [1..4]
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* \param vOut array of pointers to four output vertices
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*/
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static boolean
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vs_sse_run( struct draw_vertex_shader *base,
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struct draw_context *draw,
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const unsigned *elts,
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unsigned count,
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void *vOut,
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unsigned vertex_size )
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{
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struct draw_sse_vertex_shader *shader = (struct draw_sse_vertex_shader *)base;
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struct tgsi_exec_machine *machine = shader->machine;
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unsigned int i, j;
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unsigned int clipped = 0;
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struct tgsi_exec_vector *outputs = 0;
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const float *scale = draw->viewport.scale;
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const float *trans = draw->viewport.translate;
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assert(base->info.output_semantic_name[0] == TGSI_SEMANTIC_POSITION);
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/* Consts does not require 16 byte alignment. */
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machine->Consts = (const float (*)[4]) draw->user.constants;
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if (draw->rasterizer->bypass_vs) {
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/* outputs are just the inputs */
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outputs = machine->Inputs;
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}
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else {
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outputs = machine->Outputs;
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}
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for (i = 0; i < count; i += SSE_MAX_VERTICES) {
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unsigned int max_vertices = MIN2(SSE_MAX_VERTICES, count - i);
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/* Fetch vertices. This may at some point be integrated into the
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* compiled shader -- that would require a reorganization where
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* multiple versions of the compiled shader might exist,
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* specialized for each fetch state.
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*/
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draw->vertex_fetch.fetch_func(draw, machine, &elts[i], max_vertices);
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if (!draw->rasterizer->bypass_vs) {
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/* run compiled shader
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*/
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shader->func(machine->Inputs,
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machine->Outputs,
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(float (*)[4])machine->Consts,
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machine->Temps,
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shader->immediates);
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}
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/* XXX: Computing the clipmask and emitting results should be done
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* in the vertex program as a set of instructions appended to
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* the user-provided code.
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*/
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for (j = 0; j < max_vertices; j++) {
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unsigned slot;
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float x, y, z, w;
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struct vertex_header *out =
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draw_header_from_block(vOut, vertex_size, i + j);
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x = out->clip[0] = outputs[0].xyzw[0].f[j];
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y = out->clip[1] = outputs[0].xyzw[1].f[j];
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z = out->clip[2] = outputs[0].xyzw[2].f[j];
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w = out->clip[3] = outputs[0].xyzw[3].f[j];
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if (!draw->rasterizer->bypass_clipping) {
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out->clipmask = compute_clipmask(out->clip, draw->plane,
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draw->nr_planes);
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clipped += out->clipmask;
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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}
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else {
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out->clipmask = 0;
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}
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out->edgeflag = 1;
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out->vertex_id = UNDEFINED_VERTEX_ID;
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if (!draw->identity_viewport) {
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/* Viewport mapping */
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out->data[0][0] = x * scale[0] + trans[0];
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out->data[0][1] = y * scale[1] + trans[1];
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out->data[0][2] = z * scale[2] + trans[2];
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out->data[0][3] = w;
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}
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else {
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out->data[0][0] = x;
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out->data[0][1] = y;
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out->data[0][2] = z;
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out->data[0][3] = w;
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}
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/* Remaining attributes are packed into sequential post-transform
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* vertex attrib slots.
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*/
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for (slot = 1; slot < draw->num_vs_outputs; slot++) {
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out->data[slot][0] = outputs[slot].xyzw[0].f[j];
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out->data[slot][1] = outputs[slot].xyzw[1].f[j];
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out->data[slot][2] = outputs[slot].xyzw[2].f[j];
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out->data[slot][3] = outputs[slot].xyzw[3].f[j];
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}
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#if 0 /*DEBUG*/
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printf("%d) Post xform vert:\n", i + j);
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for (slot = 0; slot < draw->num_vs_outputs; slot++) {
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printf("\t%d: %f %f %f %f\n", slot,
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out->data[slot][0],
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out->data[slot][1],
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out->data[slot][2],
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out->data[slot][3]);
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}
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#endif
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}
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}
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return clipped != 0;
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}
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/* Simplified vertex shader interface for the pt paths. Given the
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@@ -294,7 +169,6 @@ draw_create_vs_sse(struct draw_context *draw,
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tgsi_scan_shader(templ->tokens, &vs->base.info);
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vs->base.prepare = vs_sse_prepare;
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vs->base.run = vs_sse_run;
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vs->base.run_linear = vs_sse_run_linear;
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vs->base.delete = vs_sse_delete;
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vs->machine = &draw->machine;
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