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/**************************************************************************
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*
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* Copyright 2010, VMware.
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* All Rights Reserved.
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*
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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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*
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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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* of the Software.
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*
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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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**************************************************************************/
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/*
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* Fallback (non-llvm) path for triangle setup. Will remove once llvm
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* is up and running.
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*
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* TODO: line/point setup.
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*/
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "lp_state_setup.h"
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#if defined(PIPE_ARCH_SSE)
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#include <emmintrin.h>
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struct setup_args {
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float (*a0)[4]; /* aligned */
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float (*dadx)[4]; /* aligned */
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float (*dady)[4]; /* aligned */
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float x0_center;
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float y0_center;
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/* turn these into an aligned float[4] */
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float dy01_ooa;
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float dy20_ooa;
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float dx01_ooa;
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float dx20_ooa;
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const float (*v0)[4]; /* aligned */
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const float (*v1)[4]; /* aligned */
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const float (*v2)[4]; /* aligned */
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boolean frontfacing; /* remove eventually */
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};
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static void constant_coef4( struct setup_args *args,
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unsigned slot,
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const float *attr)
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{
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*(__m128 *)args->a0[slot] = *(__m128 *)attr;
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*(__m128 *)args->dadx[slot] = _mm_set1_ps(0.0);
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*(__m128 *)args->dady[slot] = _mm_set1_ps(0.0);
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}
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/**
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* Setup the fragment input attribute with the front-facing value.
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* \param frontface is the triangle front facing?
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*/
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static void setup_facing_coef( struct setup_args *args,
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unsigned slot )
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{
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/* XXX: just pass frontface directly to the shader, don't bother
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* treating it as an input.
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*/
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__m128 a0 = _mm_setr_ps(args->frontfacing ? 1.0 : -1.0,
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0, 0, 0);
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*(__m128 *)args->a0[slot] = a0;
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*(__m128 *)args->dadx[slot] = _mm_set1_ps(0.0);
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*(__m128 *)args->dady[slot] = _mm_set1_ps(0.0);
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}
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static void calc_coef4( struct setup_args *args,
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unsigned slot,
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__m128 a0,
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__m128 a1,
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__m128 a2)
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{
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__m128 da01 = _mm_sub_ps(a0, a1);
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__m128 da20 = _mm_sub_ps(a2, a0);
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__m128 da01_dy20_ooa = _mm_mul_ps(da01, _mm_set1_ps(args->dy20_ooa));
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__m128 da20_dy01_ooa = _mm_mul_ps(da20, _mm_set1_ps(args->dy01_ooa));
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__m128 dadx = _mm_sub_ps(da01_dy20_ooa, da20_dy01_ooa);
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__m128 da01_dx20_ooa = _mm_mul_ps(da01, _mm_set1_ps(args->dx20_ooa));
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__m128 da20_dx01_ooa = _mm_mul_ps(da20, _mm_set1_ps(args->dx01_ooa));
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__m128 dady = _mm_sub_ps(da20_dx01_ooa, da01_dx20_ooa);
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__m128 dadx_x0 = _mm_mul_ps(dadx, _mm_set1_ps(args->x0_center));
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__m128 dady_y0 = _mm_mul_ps(dady, _mm_set1_ps(args->y0_center));
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__m128 attr_v0 = _mm_add_ps(dadx_x0, dady_y0);
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__m128 attr_0 = _mm_sub_ps(a0, attr_v0);
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*(__m128 *)args->a0[slot] = attr_0;
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*(__m128 *)args->dadx[slot] = dadx;
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*(__m128 *)args->dady[slot] = dady;
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}
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static void linear_coef( struct setup_args *args,
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unsigned slot,
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unsigned vert_attr)
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{
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__m128 a0 = *(const __m128 *)args->v0[vert_attr];
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__m128 a1 = *(const __m128 *)args->v1[vert_attr];
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__m128 a2 = *(const __m128 *)args->v2[vert_attr];
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calc_coef4(args, slot, a0, a1, a2);
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}
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/**
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* Compute a0, dadx and dady for a perspective-corrected interpolant,
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* for a triangle.
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* We basically multiply the vertex value by 1/w before computing
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* the plane coefficients (a0, dadx, dady).
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* Later, when we compute the value at a particular fragment position we'll
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* divide the interpolated value by the interpolated W at that fragment.
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*/
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static void perspective_coef( struct setup_args *args,
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unsigned slot,
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unsigned vert_attr)
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{
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/* premultiply by 1/w (v[0][3] is always 1/w):
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*/
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__m128 a0 = *(const __m128 *)args->v0[vert_attr];
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__m128 a1 = *(const __m128 *)args->v1[vert_attr];
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__m128 a2 = *(const __m128 *)args->v2[vert_attr];
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__m128 a0_oow = _mm_mul_ps(a0, _mm_set1_ps(args->v0[0][3]));
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__m128 a1_oow = _mm_mul_ps(a1, _mm_set1_ps(args->v1[0][3]));
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__m128 a2_oow = _mm_mul_ps(a2, _mm_set1_ps(args->v2[0][3]));
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calc_coef4(args, slot, a0_oow, a1_oow, a2_oow);
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}
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/**
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* Compute the args-> dadx, dady, a0 values.
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*
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* Note that this was effectively a little interpreted program, where
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* the opcodes were LP_INTERP_*. This is the program which is now
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* being code-generated in lp_state_setup.c.
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*/
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void lp_setup_tri_fallback( const float (*v0)[4],
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const float (*v1)[4],
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const float (*v2)[4],
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boolean front_facing,
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float (*a0)[4],
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float (*dadx)[4],
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float (*dady)[4],
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const struct lp_setup_variant_key *key )
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{
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struct setup_args args;
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float pixel_offset = key->pixel_center_half ? 0.5 : 0.0;
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float dx01 = v0[0][0] - v1[0][0];
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float dy01 = v0[0][1] - v1[0][1];
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float dx20 = v2[0][0] - v0[0][0];
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float dy20 = v2[0][1] - v0[0][1];
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float oneoverarea = 1.0f / (dx01 * dy20 - dx20 * dy01);
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unsigned slot;
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args.v0 = v0;
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args.v1 = v1;
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args.v2 = v2;
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args.frontfacing = front_facing;
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args.a0 = a0;
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args.dadx = dadx;
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args.dady = dady;
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args.x0_center = v0[0][0] - pixel_offset;
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args.y0_center = v0[0][1] - pixel_offset;
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args.dx01_ooa = dx01 * oneoverarea;
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args.dx20_ooa = dx20 * oneoverarea;
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args.dy01_ooa = dy01 * oneoverarea;
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args.dy20_ooa = dy20 * oneoverarea;
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/* The internal position input is in slot zero:
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*/
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linear_coef(&args, 0, 0);
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/* setup interpolation for all the remaining attributes:
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*/
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for (slot = 0; slot < key->num_inputs; slot++) {
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unsigned vert_attr = key->inputs[slot].src_index;
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switch (key->inputs[slot].interp) {
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case LP_INTERP_CONSTANT:
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if (key->flatshade_first) {
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constant_coef4(&args, slot+1, args.v0[vert_attr]);
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}
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else {
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constant_coef4(&args, slot+1, args.v2[vert_attr]);
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}
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break;
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case LP_INTERP_LINEAR:
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linear_coef(&args, slot+1, vert_attr);
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break;
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case LP_INTERP_PERSPECTIVE:
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perspective_coef(&args, slot+1, vert_attr);
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break;
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case LP_INTERP_POSITION:
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/*
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* The generated pixel interpolators will pick up the coeffs from
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* slot 0.
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*/
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break;
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case LP_INTERP_FACING:
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setup_facing_coef(&args, slot+1);
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break;
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default:
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assert(0);
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}
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}
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}
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#else
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void lp_setup_tri_fallback( const float (*v0)[4],
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const float (*v1)[4],
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const float (*v2)[4],
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boolean front_facing,
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float (*a0)[4],
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float (*dadx)[4],
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float (*dady)[4],
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const struct lp_setup_variant_key *key )
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{
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/* this path for debugging only, don't need a non-sse version. */
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}
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#endif
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