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@ -2390,84 +2390,11 @@ static void vrend_draw_bind_vertex_binding(struct vrend_context *ctx, |
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} |
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} |
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void vrend_draw_vbo(struct vrend_context *ctx, |
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const struct pipe_draw_info *info, |
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uint32_t cso) |
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static void vrend_draw_bind_samplers(struct vrend_context *ctx) |
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{ |
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int i; |
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int sampler_id; |
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int ubo_id; |
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bool new_program = FALSE; |
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uint32_t shader_type; |
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if (ctx->in_error) |
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return; |
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if (ctx->ctx_switch_pending) |
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vrend_finish_context_switch(ctx); |
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vrend_update_frontface_state(ctx); |
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if (ctx->sub->stencil_state_dirty) |
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vrend_update_stencil_state(ctx); |
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if (ctx->sub->scissor_state_dirty) |
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vrend_update_scissor_state(ctx); |
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if (ctx->sub->viewport_state_dirty) |
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vrend_update_viewport_state(ctx); |
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vrend_patch_blend_func(ctx); |
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if (ctx->sub->shader_dirty) { |
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struct vrend_linked_shader_program *prog; |
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boolean fs_dirty, vs_dirty, gs_dirty; |
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boolean dual_src = util_blend_state_is_dual(&ctx->sub->blend_state, 0); |
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if (!ctx->sub->vs || !ctx->sub->fs) { |
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fprintf(stderr,"dropping rendering due to missing shaders: %s\n", ctx->debug_name); |
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return; |
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} |
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vrend_shader_select(ctx, ctx->sub->fs, &fs_dirty); |
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vrend_shader_select(ctx, ctx->sub->vs, &vs_dirty); |
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if (ctx->sub->gs) |
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vrend_shader_select(ctx, ctx->sub->gs, &gs_dirty); |
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if (!ctx->sub->vs->current || !ctx->sub->fs->current || (ctx->sub->gs && !ctx->sub->gs->current)) { |
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fprintf(stderr, "failure to compile shader variants: %s\n", ctx->debug_name); |
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return; |
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} |
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prog = lookup_shader_program(ctx, ctx->sub->vs->current->id, ctx->sub->fs->current->id, ctx->sub->gs ? ctx->sub->gs->current->id : 0, dual_src); |
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if (!prog) { |
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prog = add_shader_program(ctx, ctx->sub->vs->current, ctx->sub->fs->current, ctx->sub->gs ? ctx->sub->gs->current : NULL); |
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if (!prog) |
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return; |
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} |
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if (ctx->sub->prog != prog) { |
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new_program = TRUE; |
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ctx->sub->prog = prog; |
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} |
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} |
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ctx->sub->fb_id); |
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vrend_use_program(ctx, ctx->sub->prog->id); |
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for (shader_type = PIPE_SHADER_VERTEX; shader_type <= (ctx->sub->gs ? PIPE_SHADER_GEOMETRY : PIPE_SHADER_FRAGMENT); shader_type++) { |
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if (ctx->sub->prog->const_locs[shader_type] && (ctx->sub->const_dirty[shader_type] || new_program)) { |
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int nc; |
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if (shader_type == PIPE_SHADER_VERTEX) { |
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nc = ctx->sub->vs->sinfo.num_consts; |
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} else if (shader_type == PIPE_SHADER_GEOMETRY) { |
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nc = ctx->sub->gs->sinfo.num_consts; |
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} else if (shader_type == PIPE_SHADER_FRAGMENT) { |
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nc = ctx->sub->fs->sinfo.num_consts; |
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} |
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for (i = 0; i < nc; i++) { |
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if (ctx->sub->prog->const_locs[shader_type][i] != -1 && ctx->sub->consts[shader_type].consts) |
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glUniform4uiv(ctx->sub->prog->const_locs[shader_type][i], 1, &ctx->sub->consts[shader_type].consts[i * 4]); |
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} |
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ctx->sub->const_dirty[shader_type] = FALSE; |
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} |
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} |
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int i; |
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int shader_type; |
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sampler_id = 0; |
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for (shader_type = PIPE_SHADER_VERTEX; shader_type <= (ctx->sub->gs ? PIPE_SHADER_GEOMETRY : PIPE_SHADER_FRAGMENT); shader_type++) { |
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@ -2527,6 +2454,20 @@ void vrend_draw_vbo(struct vrend_context *ctx, |
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} |
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} |
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if (use_core_profile && ctx->sub->prog->fs_stipple_loc != -1) { |
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glActiveTexture(GL_TEXTURE0 + sampler_id); |
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glBindTexture(GL_TEXTURE_2D, ctx->pstipple_tex_id); |
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glUniform1i(ctx->sub->prog->fs_stipple_loc, sampler_id); |
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} |
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ctx->sub->sampler_state_dirty = FALSE; |
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} |
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static void vrend_draw_bind_ubo(struct vrend_context *ctx) |
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{ |
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int i; |
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int ubo_id; |
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int shader_type; |
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ubo_id = 0; |
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for (shader_type = PIPE_SHADER_VERTEX; shader_type <= (ctx->sub->gs ? PIPE_SHADER_GEOMETRY : PIPE_SHADER_FRAGMENT); shader_type++) { |
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uint32_t mask; |
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@ -2552,8 +2493,88 @@ void vrend_draw_vbo(struct vrend_context *ctx, |
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ubo_id++; |
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} |
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} |
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} |
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ctx->sub->sampler_state_dirty = FALSE; |
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void vrend_draw_vbo(struct vrend_context *ctx, |
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const struct pipe_draw_info *info, |
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uint32_t cso) |
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{ |
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int i; |
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bool new_program = FALSE; |
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uint32_t shader_type; |
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if (ctx->in_error) |
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return; |
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if (ctx->ctx_switch_pending) |
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vrend_finish_context_switch(ctx); |
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vrend_update_frontface_state(ctx); |
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if (ctx->sub->stencil_state_dirty) |
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vrend_update_stencil_state(ctx); |
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if (ctx->sub->scissor_state_dirty) |
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vrend_update_scissor_state(ctx); |
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if (ctx->sub->viewport_state_dirty) |
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vrend_update_viewport_state(ctx); |
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vrend_patch_blend_func(ctx); |
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if (ctx->sub->shader_dirty) { |
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struct vrend_linked_shader_program *prog; |
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boolean fs_dirty, vs_dirty, gs_dirty; |
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boolean dual_src = util_blend_state_is_dual(&ctx->sub->blend_state, 0); |
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if (!ctx->sub->vs || !ctx->sub->fs) { |
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fprintf(stderr,"dropping rendering due to missing shaders: %s\n", ctx->debug_name); |
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return; |
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} |
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vrend_shader_select(ctx, ctx->sub->fs, &fs_dirty); |
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vrend_shader_select(ctx, ctx->sub->vs, &vs_dirty); |
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if (ctx->sub->gs) |
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vrend_shader_select(ctx, ctx->sub->gs, &gs_dirty); |
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if (!ctx->sub->vs->current || !ctx->sub->fs->current || (ctx->sub->gs && !ctx->sub->gs->current)) { |
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fprintf(stderr, "failure to compile shader variants: %s\n", ctx->debug_name); |
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return; |
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} |
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prog = lookup_shader_program(ctx, ctx->sub->vs->current->id, ctx->sub->fs->current->id, ctx->sub->gs ? ctx->sub->gs->current->id : 0, dual_src); |
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if (!prog) { |
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prog = add_shader_program(ctx, ctx->sub->vs->current, ctx->sub->fs->current, ctx->sub->gs ? ctx->sub->gs->current : NULL); |
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if (!prog) |
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return; |
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} |
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if (ctx->sub->prog != prog) { |
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new_program = TRUE; |
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ctx->sub->prog = prog; |
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} |
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} |
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ctx->sub->fb_id); |
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vrend_use_program(ctx, ctx->sub->prog->id); |
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for (shader_type = PIPE_SHADER_VERTEX; shader_type <= (ctx->sub->gs ? PIPE_SHADER_GEOMETRY : PIPE_SHADER_FRAGMENT); shader_type++) { |
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if (ctx->sub->prog->const_locs[shader_type] && (ctx->sub->const_dirty[shader_type] || new_program)) { |
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int nc; |
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if (shader_type == PIPE_SHADER_VERTEX) { |
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nc = ctx->sub->vs->sinfo.num_consts; |
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} else if (shader_type == PIPE_SHADER_GEOMETRY) { |
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nc = ctx->sub->gs->sinfo.num_consts; |
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} else if (shader_type == PIPE_SHADER_FRAGMENT) { |
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nc = ctx->sub->fs->sinfo.num_consts; |
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} |
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for (i = 0; i < nc; i++) { |
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if (ctx->sub->prog->const_locs[shader_type][i] != -1 && ctx->sub->consts[shader_type].consts) |
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glUniform4uiv(ctx->sub->prog->const_locs[shader_type][i], 1, &ctx->sub->consts[shader_type].consts[i * 4]); |
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} |
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ctx->sub->const_dirty[shader_type] = FALSE; |
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} |
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} |
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vrend_draw_bind_samplers(ctx); |
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vrend_draw_bind_ubo(ctx); |
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if (!ctx->sub->ve) { |
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fprintf(stderr,"illegal VE setup - skipping renderering\n"); |
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@ -2561,11 +2582,6 @@ void vrend_draw_vbo(struct vrend_context *ctx, |
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} |
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glUniform4f(ctx->sub->prog->vs_ws_adjust_loc, 0.0, ctx->sub->viewport_is_negative ? -1.0 : 1.0, ctx->sub->depth_scale, ctx->sub->depth_transform); |
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if (use_core_profile && ctx->sub->prog->fs_stipple_loc != -1) { |
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glActiveTexture(GL_TEXTURE0 + sampler_id); |
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glBindTexture(GL_TEXTURE_2D, ctx->pstipple_tex_id); |
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glUniform1i(ctx->sub->prog->fs_stipple_loc, sampler_id); |
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} |
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if (ctx->sub->rs_state.clip_plane_enable) { |
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for (i = 0 ; i < 8; i++) { |
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