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/**************************************************************************
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* Copyright 2012 Christian König.
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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**************************************************************************/
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#include "pipe/p_context.h"
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#include "tgsi/tgsi_ureg.h"
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#include "util/u_draw.h"
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#include "util/u_memory.h"
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#include "util/u_math.h"
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#include "vl_vertex_buffers.h"
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#include "vl_matrix_filter.h"
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create_vert_shader(struct vl_matrix_filter *filter)
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struct ureg_program *shader;
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struct ureg_src i_vpos;
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struct ureg_dst o_vpos, o_vtex;
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shader = ureg_create(PIPE_SHADER_VERTEX);
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i_vpos = ureg_DECL_vs_input(shader, 0);
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o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
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o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
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ureg_MOV(shader, o_vpos, i_vpos);
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ureg_MOV(shader, o_vtex, i_vpos);
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return ureg_create_shader_and_destroy(shader, filter->pipe);
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is_vec_zero(struct vertex2f v)
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return v.x == 0.0f && v.y == 0.0f;
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create_frag_shader(struct vl_matrix_filter *filter, unsigned num_offsets,
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struct vertex2f *offsets, const float *matrix_values)
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struct ureg_program *shader;
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struct ureg_src i_vtex;
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struct ureg_src sampler;
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struct ureg_dst t_sum;
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struct ureg_dst o_fragment;
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shader = ureg_create(PIPE_SHADER_FRAGMENT);
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i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
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sampler = ureg_DECL_sampler(shader, 0);
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ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D,
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TGSI_RETURN_TYPE_FLOAT,
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TGSI_RETURN_TYPE_FLOAT,
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TGSI_RETURN_TYPE_FLOAT,
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TGSI_RETURN_TYPE_FLOAT);
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tmp = ureg_DECL_temporary(shader);
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t_sum = ureg_DECL_temporary(shader);
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o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
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ureg_MOV(shader, t_sum, ureg_imm1f(shader, 0.0f));
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for (i = 0; i < num_offsets; ++i) {
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if (matrix_values[i] == 0.0f)
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if (!is_vec_zero(offsets[i])) {
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ureg_ADD(shader, ureg_writemask(tmp, TGSI_WRITEMASK_XY),
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i_vtex, ureg_imm2f(shader, offsets[i].x, offsets[i].y));
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ureg_MOV(shader, ureg_writemask(tmp, TGSI_WRITEMASK_ZW),
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ureg_imm1f(shader, 0.0f));
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ureg_TEX(shader, tmp, TGSI_TEXTURE_2D, ureg_src(tmp), sampler);
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ureg_TEX(shader, tmp, TGSI_TEXTURE_2D, i_vtex, sampler);
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ureg_MAD(shader, t_sum, ureg_src(tmp), ureg_imm1f(shader, matrix_values[i]),
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ureg_MOV(shader, o_fragment, ureg_src(t_sum));
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return ureg_create_shader_and_destroy(shader, filter->pipe);
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vl_matrix_filter_init(struct vl_matrix_filter *filter, struct pipe_context *pipe,
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unsigned video_width, unsigned video_height,
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unsigned matrix_width, unsigned matrix_height,
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const float *matrix_values)
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struct pipe_rasterizer_state rs_state;
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struct pipe_blend_state blend;
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struct pipe_sampler_state sampler;
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struct pipe_vertex_element ve;
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struct vertex2f *offsets, v, sizes;
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unsigned i, num_offsets = matrix_width * matrix_height;
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assert(filter && pipe);
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assert(video_width && video_height);
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assert(matrix_width && matrix_height);
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memset(filter, 0, sizeof(*filter));
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memset(&rs_state, 0, sizeof(rs_state));
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rs_state.half_pixel_center = true;
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rs_state.bottom_edge_rule = true;
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rs_state.depth_clip_near = 1;
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rs_state.depth_clip_far = 1;
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filter->rs_state = pipe->create_rasterizer_state(pipe, &rs_state);
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if (!filter->rs_state)
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memset(&blend, 0, sizeof blend);
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blend.rt[0].rgb_func = PIPE_BLEND_ADD;
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blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ONE;
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blend.rt[0].alpha_func = PIPE_BLEND_ADD;
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blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ONE;
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blend.logicop_func = PIPE_LOGICOP_CLEAR;
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blend.rt[0].colormask = PIPE_MASK_RGBA;
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filter->blend = pipe->create_blend_state(pipe, &blend);
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memset(&sampler, 0, sizeof(sampler));
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sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
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sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
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sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
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sampler.compare_mode = PIPE_TEX_COMPARE_NONE;
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sampler.compare_func = PIPE_FUNC_ALWAYS;
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sampler.normalized_coords = 1;
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filter->sampler = pipe->create_sampler_state(pipe, &sampler);
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if (!filter->sampler)
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filter->quad = vl_vb_upload_quads(pipe);
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if(!filter->quad.buffer.resource)
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memset(&ve, 0, sizeof(ve));
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ve.instance_divisor = 0;
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ve.vertex_buffer_index = 0;
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ve.src_format = PIPE_FORMAT_R32G32_FLOAT;
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filter->ves = pipe->create_vertex_elements_state(pipe, 1, &ve);
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offsets = MALLOC(sizeof(struct vertex2f) * num_offsets);
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sizes.x = (float)(matrix_width - 1) / 2.0f;
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sizes.y = (float)(matrix_height - 1) / 2.0f;
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for (v.x = -sizes.x, i = 0; v.x <= sizes.x; v.x += 1.0f)
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for (v.y = -sizes.y; v.y <= sizes.y; v.y += 1.0f)
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for (i = 0; i < num_offsets; ++i) {
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offsets[i].x /= video_width;
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offsets[i].y /= video_height;
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filter->vs = create_vert_shader(filter);
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filter->fs = create_frag_shader(filter, num_offsets, offsets, matrix_values);
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pipe->delete_vs_state(pipe, filter->vs);
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pipe->delete_vertex_elements_state(pipe, filter->ves);
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pipe_resource_reference(&filter->quad.buffer.resource, NULL);
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pipe->delete_sampler_state(pipe, filter->sampler);
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pipe->delete_blend_state(pipe, filter->blend);
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pipe->delete_rasterizer_state(pipe, filter->rs_state);
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vl_matrix_filter_cleanup(struct vl_matrix_filter *filter)
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filter->pipe->delete_sampler_state(filter->pipe, filter->sampler);
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filter->pipe->delete_blend_state(filter->pipe, filter->blend);
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filter->pipe->delete_rasterizer_state(filter->pipe, filter->rs_state);
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filter->pipe->delete_vertex_elements_state(filter->pipe, filter->ves);
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pipe_resource_reference(&filter->quad.buffer.resource, NULL);
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filter->pipe->delete_vs_state(filter->pipe, filter->vs);
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filter->pipe->delete_fs_state(filter->pipe, filter->fs);
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vl_matrix_filter_render(struct vl_matrix_filter *filter,
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struct pipe_sampler_view *src,
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struct pipe_surface *dst)
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struct pipe_viewport_state viewport;
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struct pipe_framebuffer_state fb_state;
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assert(filter && src && dst);
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memset(&viewport, 0, sizeof(viewport));
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viewport.scale[0] = dst->width;
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viewport.scale[1] = dst->height;
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viewport.scale[2] = 1;
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viewport.swizzle_x = PIPE_VIEWPORT_SWIZZLE_POSITIVE_X;
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viewport.swizzle_y = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Y;
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viewport.swizzle_z = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Z;
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viewport.swizzle_w = PIPE_VIEWPORT_SWIZZLE_POSITIVE_W;
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memset(&fb_state, 0, sizeof(fb_state));
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fb_state.width = dst->width;
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fb_state.height = dst->height;
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fb_state.nr_cbufs = 1;
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fb_state.cbufs[0] = dst;
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filter->pipe->bind_rasterizer_state(filter->pipe, filter->rs_state);
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filter->pipe->bind_blend_state(filter->pipe, filter->blend);
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filter->pipe->bind_sampler_states(filter->pipe, PIPE_SHADER_FRAGMENT,
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0, 1, &filter->sampler);
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filter->pipe->set_sampler_views(filter->pipe, PIPE_SHADER_FRAGMENT,
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0, 1, 0, false, &src);
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filter->pipe->bind_vs_state(filter->pipe, filter->vs);
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filter->pipe->bind_fs_state(filter->pipe, filter->fs);
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filter->pipe->set_framebuffer_state(filter->pipe, &fb_state);
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filter->pipe->set_viewport_states(filter->pipe, 0, 1, &viewport);
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filter->pipe->set_vertex_buffers(filter->pipe, 0, 1, 0, false, &filter->quad);
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filter->pipe->bind_vertex_elements_state(filter->pipe, filter->ves);
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util_draw_arrays(filter->pipe, PIPE_PRIM_QUADS, 0, 4);