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/* Display a cleared blue window. This demo has no dependencies on
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* any utility code, just the graw interface and gallium.
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#include "state_tracker/graw.h"
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#include "pipe/p_screen.h"
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#include "pipe/p_context.h"
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#include "pipe/p_shader_tokens.h"
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#include "pipe/p_state.h"
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#include "pipe/p_defines.h"
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#include "util/u_debug.h" /* debug_dump_surface_bmp() */
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#include "util/u_inlines.h"
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#include "util/u_memory.h" /* Offset() */
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#include "util/u_draw_quad.h"
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#include "util/u_box.h"
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enum pipe_format formats[] = {
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PIPE_FORMAT_R8G8B8A8_UNORM,
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PIPE_FORMAT_B8G8R8A8_UNORM,
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static const int WIDTH = 300;
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static const int HEIGHT = 300;
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static struct pipe_screen *screen = NULL;
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static struct pipe_context *ctx = NULL;
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static struct pipe_resource *rttex = NULL;
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static struct pipe_resource *samptex = NULL;
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static struct pipe_surface *surf = NULL;
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static struct pipe_sampler_view *sv = NULL;
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static void *sampler = NULL;
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static void *window = NULL;
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static struct vertex vertices[] =
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{ { 0.9, -0.9, 0.0, 1.0 },
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{ { 0.9, 0.9, 0.0, 1.0 },
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{ {-0.9, 0.9, 0.0, 1.0 },
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{ {-0.9, -0.9, 0.0, 1.0 },
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static void set_viewport( float x, float y,
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float width, float height,
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float near, float far)
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float half_width = (float)width / 2.0f;
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float half_height = (float)height / 2.0f;
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float half_depth = ((float)far - (float)near) / 2.0f;
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struct pipe_viewport_state vp;
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vp.scale[0] = half_width;
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vp.scale[1] = half_height;
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vp.scale[2] = half_depth;
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vp.translate[0] = half_width + x;
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vp.translate[1] = half_height + y;
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vp.translate[2] = half_depth + z;
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vp.translate[3] = 0.0f;
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ctx->set_viewport_state( ctx, &vp );
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static void set_vertices( void )
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struct pipe_vertex_element ve[2];
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struct pipe_vertex_buffer vbuf;
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memset(ve, 0, sizeof ve);
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ve[0].src_offset = Offset(struct vertex, position);
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ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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ve[1].src_offset = Offset(struct vertex, color);
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ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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handle = ctx->create_vertex_elements_state(ctx, 2, ve);
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ctx->bind_vertex_elements_state(ctx, handle);
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vbuf.stride = sizeof( struct vertex );
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vbuf.max_index = sizeof(vertices) / vbuf.stride;
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vbuf.buffer_offset = 0;
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vbuf.buffer = screen->user_buffer_create(screen,
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PIPE_BIND_VERTEX_BUFFER);
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ctx->set_vertex_buffers(ctx, 1, &vbuf);
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static void set_vertex_shader( void )
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"DCL OUT[0], POSITION\n"
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"DCL OUT[1], GENERIC[0]\n"
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" 0: MOV OUT[1], IN[1]\n"
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" 1: MOV OUT[0], IN[0]\n"
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handle = graw_parse_vertex_shader(ctx, text);
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ctx->bind_vs_state(ctx, handle);
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static void set_fragment_shader( void )
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"DCL IN[0], GENERIC[0], PERSPECTIVE\n"
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"DCL OUT[0], COLOR\n"
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" 0: TXP TEMP[0], IN[0], SAMP[0], 2D\n"
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" 1: MOV OUT[0], TEMP[0]\n"
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handle = graw_parse_fragment_shader(ctx, text);
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ctx->bind_fs_state(ctx, handle);
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static void draw( void )
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float clear_color[4] = {.5,.5,.5,1};
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ctx->clear(ctx, PIPE_CLEAR_COLOR, clear_color, 0, 0);
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util_draw_arrays(ctx, PIPE_PRIM_QUADS, 0, 4);
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ctx->flush(ctx, PIPE_FLUSH_RENDER_CACHE, NULL);
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/* At the moment, libgraw leaks out/makes available some of the
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* symbols from gallium/auxiliary, including these debug helpers.
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* Will eventually want to bless some of these paths, and lock the
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* others down so they aren't accessible from test programs.
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* This currently just happens to work on debug builds - a release
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* build will probably fail to link here:
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debug_dump_surface_bmp(ctx, "result.bmp", surf);
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screen->flush_frontbuffer(screen, surf, window);
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static void init_tex( void )
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struct pipe_sampler_view sv_template;
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struct pipe_sampler_state sampler_desc;
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struct pipe_resource templat;
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ubyte tex2d[SIZE][SIZE][4];
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for (s = 0; s < SIZE; s++) {
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for (t = 0; t < SIZE; t++) {
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tex2d[t][s][0] = (x) ? 0 : 63;
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tex2d[t][s][1] = (x) ? 0 : 128;
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tex2d[t][s][3] = 0xff;
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int x = ((s ^ t) >> 2) & 1;
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tex2d[t][s][0] = s*255/(SIZE-1);
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tex2d[t][s][1] = t*255/(SIZE-1);
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tex2d[t][s][2] = (x) ? 0 : 128;
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tex2d[t][s][3] = 0xff;
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tex2d[0][0][1] = 255;
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tex2d[0][0][2] = 255;
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tex2d[0][1][2] = 255;
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tex2d[0][1][3] = 255;
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tex2d[1][0][0] = 255;
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tex2d[1][0][1] = 255;
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tex2d[1][0][3] = 255;
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tex2d[1][1][0] = 255;
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tex2d[1][1][3] = 255;
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templat.target = PIPE_TEXTURE_2D;
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templat.format = PIPE_FORMAT_B8G8R8A8_UNORM;
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templat.width0 = SIZE;
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templat.height0 = SIZE;
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templat.last_level = 0;
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templat.nr_samples = 1;
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templat.bind = PIPE_BIND_SAMPLER_VIEW;
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samptex = screen->resource_create(screen,
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u_box_2d(0,0,SIZE,SIZE, &box);
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ctx->transfer_inline_write(ctx,
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/* Possibly read back & compare against original data:
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struct pipe_transfer *t;
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t = pipe_get_transfer(ctx, samptex,
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0, 0, 0, /* face, level, zslice */
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0, 0, SIZE, SIZE); /* x, y, width, height */
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ptr = ctx->transfer_map(ctx, t);
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if (memcmp(ptr, tex2d, sizeof tex2d) != 0) {
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ctx->transfer_unmap(ctx, t);
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ctx->transfer_destroy(ctx, t);
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memset(&sv_template, 0, sizeof sv_template);
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sv_template.format = samptex->format;
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sv_template.texture = samptex;
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sv_template.first_level = 0;
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sv_template.last_level = 0;
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sv_template.swizzle_r = 0;
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sv_template.swizzle_g = 1;
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sv_template.swizzle_b = 2;
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sv_template.swizzle_a = 3;
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sv = ctx->create_sampler_view(ctx, samptex, &sv_template);
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ctx->set_fragment_sampler_views(ctx, 1, &sv);
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memset(&sampler_desc, 0, sizeof sampler_desc);
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sampler_desc.wrap_s = PIPE_TEX_WRAP_REPEAT;
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sampler_desc.wrap_t = PIPE_TEX_WRAP_REPEAT;
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sampler_desc.wrap_r = PIPE_TEX_WRAP_REPEAT;
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sampler_desc.min_img_filter = PIPE_TEX_FILTER_NEAREST;
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sampler_desc.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
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sampler_desc.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
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sampler_desc.compare_mode = PIPE_TEX_COMPARE_NONE;
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sampler_desc.compare_func = 0;
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sampler_desc.normalized_coords = 1;
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sampler_desc.max_anisotropy = 0;
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sampler = ctx->create_sampler_state(ctx, &sampler_desc);
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ctx->bind_fragment_sampler_states(ctx, 1, &sampler);
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static void init( void )
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struct pipe_framebuffer_state fb;
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struct pipe_resource templat;
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/* It's hard to say whether window or screen should be created
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* first. Different environments would prefer one or the other.
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* Also, no easy way of querying supported formats if the screen
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* cannot be created first.
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window == NULL && formats[i] != PIPE_FORMAT_NONE;
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screen = graw_create_window_and_screen(0,0,300,300,
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ctx = screen->context_create(screen, NULL);
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templat.target = PIPE_TEXTURE_2D;
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templat.format = formats[i];
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templat.width0 = WIDTH;
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templat.height0 = HEIGHT;
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templat.last_level = 0;
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templat.nr_samples = 1;
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templat.bind = (PIPE_BIND_RENDER_TARGET |
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PIPE_BIND_DISPLAY_TARGET);
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rttex = screen->resource_create(screen,
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surf = screen->get_tex_surface(screen, rttex, 0, 0, 0,
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PIPE_BIND_RENDER_TARGET |
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PIPE_BIND_DISPLAY_TARGET);
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memset(&fb, 0, sizeof fb);
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ctx->set_framebuffer_state(ctx, &fb);
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struct pipe_blend_state blend;
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memset(&blend, 0, sizeof blend);
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blend.rt[0].colormask = PIPE_MASK_RGBA;
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handle = ctx->create_blend_state(ctx, &blend);
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ctx->bind_blend_state(ctx, handle);
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struct pipe_depth_stencil_alpha_state depthstencil;
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memset(&depthstencil, 0, sizeof depthstencil);
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handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil);
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ctx->bind_depth_stencil_alpha_state(ctx, handle);
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struct pipe_rasterizer_state rasterizer;
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memset(&rasterizer, 0, sizeof rasterizer);
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rasterizer.cull_face = PIPE_FACE_NONE;
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rasterizer.gl_rasterization_rules = 1;
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handle = ctx->create_rasterizer_state(ctx, &rasterizer);
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ctx->bind_rasterizer_state(ctx, handle);
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set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000);
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set_fragment_shader();
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int main( int argc, char *argv[] )
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graw_set_display_func( draw );