| Commit message (Collapse) | Author | Age | Files | Lines |
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Rather than pointing the surface_state directly at a single
sub-image of the texture for rendering, we now point the
surface_state at the top level of the texture, and configure
the surface_state as needed based on this.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Set the renderbuffer's Depth field to match the texture's
Depth when rendering to a texture.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We were crashing when GL_READ_BUFFER == GL_NONE. Check for NULL
pointers and reorganize the code. The spec doesn't say which error
to generate in this situation, but NVIDIA raises GL_INVALID_OPERATION.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=65173
NOTE: This is a candidate for the stable branches.
Tested-by: Vedran Rodic <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Before, on the second call to GenerateMipmap we were enabling two
vertex arrays for the current vertex array object, rather than
the private generate-mipmap vertex array object. This caused
things to blow up elsewhere.
This patch moves the array enables into the block where the
generate-mipmap vertex array object is created, as we do in
the setup_ff_generate_mipmap() function.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=60518
NOTE: This is a candidate for the stable branches.
Tested-by: [email protected]
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Since pipe_surface already has all the necessary fields no interface
changes are necessary except adding a new shader semantic value
(TGSI_SEMANTIC_LAYER).
(Note that what GL knows as "gl_Layer" variable d3d10 is naming
"RENDER_TARGET_ARRAY_INDEX".)
v2: drop cap bit (just tied to geometry shader), add docs.
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Surprising this bug survived so long, we were missing a clamp (in the
linear filtering version).
(Valgrind complained a lot about invalid reads with piglit texwrap,
I've also seen spurios failures in this test which might have
happened due to this. Valgrind probably didn't complain before the
alignment reduction in llvmpipe to 4x4 since the test is using tiny
textures so the reads were still always well within allocated area.)
While here, also do an effective clamp (after half subtraction)
of [0,length-0.5] instead of [0, length-1] which saves an instruction
(the filtering weight could be different due to this, but only if
both texels point to the same max texel so it doesn't matter).
(Both changes are borrowed from PIPE_TEX_CLAMP_TO_EDGE case.)
Note: This is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <[email protected]>
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One of the assertion made no sense for buffer rendertargets
(due to the union), so drop it. (The same assertion is present already in
the path for texture surfaces later.).
v2: make assertion completely accurate (suggested by Jose).
Reviewed-by: Jose Fonseca <[email protected]>
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brw->ib.type is reset to -1 at the start of each batch. If there's no
index buffer, it won't get updated to a sensible value, resulting in
_mesa_primitive_restart_index's "Invalid index buffer type" assertion
tripping.
Fixes a regression since 7c87a3b5dac118697a9b67caa7b6d5cab60f316d.
NOTE: This is a candidate for the 9.1 branch (and should be squashed).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=65195
Signed-off-by: Kenneth Graunke <[email protected]>
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The overallocation was very bad especially for things like 1d array
textures which got blown up by a factor of 64. (Even ordinary smallish
2d textures benefit a lot from this, a mipmapped 64x64 rgba8 texture
previously used 7*16kB = 112kB instead of now ~22kB.)
4x4 is chosen because this is the size the jit functions run on, so
making it smaller is going to be a bit more complicated.
It is actually not strictly 4x4 pixel, since we'd want to avoid situations
where different threads are rendering to the same cacheline so we keep
cacheline size alignment in x direction (often 64bytes).
To make this work introduce new task width/height parameters and make
sure clears don't clear the whole tile if it's a partial tile. Likewise,
the rasterizer may produce fragments outside the 4x4 blocks present in a
tile, so don't call the jit function for them.
This does not yet fix rendering to buffers (which cannot have any y
alignment at all), and 1d/1d array textures are still overallocated by a
factor of 4.
v2: replace magic number 4 with LP_RASTER_BLOCK_SIZE, fix size of buffers
allocated (needed in case we render to them).
Reviewed-by: Jose Fonseca <[email protected]>
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These were mostly just a waste of memory and cache pressure, and were
really only used for debugging.
This change reduces instruction count (as measured by callgrind's Ir
event) of gnome-shell-perf-tool on Ivybridge by 3.5% ± 0.015% (n=20).
Signed-off-by: Adam Jackson <[email protected]>
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Signed-off-by: Vadim Girlin <[email protected]>
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This fixes the following build errors on powerpc:
CC glapi_dispatch.lo
In file included from glapi_dispatch.c:90:0:
../../../../../src/mapi/glapi/glapitemp.h:1640:1: error: no previous
prototype for 'glReadBufferNV' [-Werror=missing-prototypes]
../../../../../src/mapi/glapi/glapitemp.h:4198:1: error: no previous
prototype for 'glDrawBuffersNV' [-Werror=missing-prototypes]
../../../../../src/mapi/glapi/glapitemp.h:6377:1: error: no previous
prototype for 'glFlushMappedBufferRangeEXT'
[-Werror=missing-prototypes]
../../../../../src/mapi/glapi/glapitemp.h:6389:1: error: no previous
prototype for 'glMapBufferRangeEXT' [-Werror=missing-prototypes]
../../../../../src/mapi/glapi/glapitemp.h:6401:1: error: no previous
prototype for 'glBindVertexArrayOES' [-Werror=missing-prototypes]
../../../../../src/mapi/glapi/glapitemp.h:6413:1: error: no previous
prototype for 'glDeleteVertexArraysOES' [-Werror=missing-prototypes]
../../../../../src/mapi/glapi/glapitemp.h:6433:1: error: no previous
prototype for 'glGenVertexArraysOES' [-Werror=missing-prototypes]
../../../../../src/mapi/glapi/glapitemp.h:6445:1: error: no previous
prototype for 'glIsVertexArrayOES' [-Werror=missing-prototypes]
NOTE: This is a candidate for the 9.0 and 9.1 branches.
Reviewed-by: Maarten Lankhorst <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes "Missing break in switch" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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clientDriverNameLength is a CARD32 and needs to be bounds checked before
adding one to it to come up with the total size to allocate, to avoid
integer overflow leading to underallocation and writing data from the
network past the end of the allocated buffer.
NOTE: This is a candidate for stable release branches.
Reported-by: Ilja Van Sprundel <[email protected]>
Signed-off-by: Alan Coopersmith <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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busIdStringLength is a CARD32 and needs to be bounds checked before adding
one to it to come up with the total size to allocate, to avoid integer
overflow leading to underallocation and writing data from the network past
the end of the allocated buffer.
NOTE: This is a candidate for stable release branches.
Reported-by: Ilja Van Sprundel <[email protected]>
Signed-off-by: Alan Coopersmith <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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For formats such as GL_COMPRESSED_SRGB_S3TC_DXT1_EXT we need to
have both the GL_EXT_texture_sRGB and GL_EXT_texture_compression_s3tc
extensions. This patch adds the missing check for the later.
Found when checking out https://bugs.freedesktop.org/show_bug.cgi?id=65173
NOTE: This is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When we've changed draw_find_shader_output to return -1 instead
of 0 on non found attribs we broke the default behavior of
draw, which was to always redirect those to the first (0th) slot.
To preserve that behavior if draw_emit_vertex_attr notices a
mismatched vertex attrib, it just redirects it to the first slot
(instead of trying to use negative index in an array).
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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In traditional multisampled framebuffer rendering, color samples must be
explicitly resolved via BlitFramebuffer before doing the scaled blitting
of the framebuffer. So, scaled blitting of a multisample framebuffer
takes two separate calls to BlitFramebuffer.
This patch implements the functionality of doing multisampled scaled
resolve using just one BlitFramebuffer call. Important changes involved
in this patch are listed below:
- Use float registers to scale and offset texture coordinates.
- Change offset computation to consider float coordinates.
- Round the scaled coordinates down to nearest integer.
- Modify src texture coordinates clipping to account for scaling..
- Linear filter is not yet implemented in blorp. So, don't use
blorp engine to do single sampled scaled blitting.
V3: Fix nearest filtering issue in scaled blits. Makes failing piglit
fbo-blit-stetch test and framebuffer_blit_functionality_magnifying_blit.test
in gles3 CTS pass.
Observed no piglit, gles3 CTS regressions on sandybridge & ivybridge with
this patch.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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These changes are required to implement scaled blitting in blorp
in my next patch.
No regressions observed in piglit quick-driver.tests with this patch.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This reverts commit 98dfd59a0445666060c97b0dccaf0e9f030b547a.
The patch was clearly not Piglit tested, as it caused at least 225
tests to start crashing with assertion failures. That was before my
desktop tanked and the test run died completely.
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Remove hash function on shader variants. Nature of variants limits them to a
small number and thus its more efficient to just do a memory compare of the
actual shader structures rather than compute and compare hashes.
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This is my attempt at fixing this as the CVE is making RH security team
care enough to make me look at this. (please upstream, security fixes are
more important than whatever else you are doing, if for no other reason than
it saves me having to fix stuff I've no real clue about).
Since Frank's original fix was denied, here is my attempt to just
alias all constants that are out of bounds < 0 or > nr_params to constant 0,
hopefully this provides the undefined behaviour idr requires..
CVE-2013-1872
v2: drop the last hunk which was a separate fix (now in master).
hopefully fix the indentations.
NOTE: This is a candidate for stable branches.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Set fs_visitor::params_remap to NULL in the constructor.
This variable was potentially tested in fs_visitor::remove_dead_constants()
before being set.
NOTE: This is a candidate for stable release branches.
Signed-off-by: Frank Henigman <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Viewport index should only be used on a per primitive basis, so
instead of fetching it from each vertex, potentially making each
vertex in a primitive use a different viewport index, which is
obviously broken, make sure that we only fetch from the first
vertex in the primitive making the viewport index the same
for the entire primtive.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca<[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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We need to clamp to make sure invalid shader doesn't crash our
driver. The spec says to return 0-th index for everything that's
out of bounds.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca<[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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If the viewport index is larger than the PIPE_MAX_VIEWPORTS,
then the first (0-th) viewport should be used.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca<[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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draw_find_shader_output like most of the code in draw used to
depend on position always being at output slot 0. which meant
that any other attribute being at 0 could signify an error.
unfortunately position can be at any of the output slots, thus
other attributes can occupy slot 0 and we need to mark the ones
which were not found by something else. This commit changes
draw_find_shader_output so that it returns -1 if it can't
find the given attribute and adjust the code that depended
on it returning >0 whenever it correctly found an attrib.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca<[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Largely related to making sure the rasterizer can correctly
pick out the correct scissor box for the current viewport.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca<[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This adds support for multiple viewports to the draw module.
Multiple viewports depend on the presence of geometry shaders
which can write the viewport index.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca<[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Gallium supported only a single viewport/scissor combination. This
commit changes the interface to allow us to add support for multiple
viewports/scissors.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: José Fonseca<[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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It's incorrect and isn't used any longer.
v2: Actually flush vertices/flag _NEW_TRANSFORM on RestartIndex change.
NOTE: This is a candidate for the 9.1 branch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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GL_PRIMITIVE_RESTART_FIXED_INDEX is only supposed to apply to
glDrawElements*. This code is for legacy drawing paths and display
lists, so it shouldn't apply.
NOTE: This is a candidate for the 9.1 branch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The derived _RestartIndex field is an attempt to support both
GL_PRIMITIVE_RESTART and GL_PRIMITIVE_RESTART_FIXED_INDEX (part of ES
3.0). Gallium drivers don't appear to support ES 3.0 yet, so they don't
need to use it. Plus, it's broken and going to go away soon.
NOTE: This is a candidate for the 9.1 branch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Pre-Haswell hardware doesn't support an arbitrary restart index, and
instead compares the index buffer value against 0xFF for byte-size
buffers, 0xFFFF for short-size buffers, or 0xFFFFFFFF for unsigned
integer buffers.
OpenGL allows the restart index to be an arbitrary unsigned integer.
When comparing against byte/short types, the index buffer value should
be promoted to a full 32-bit integer before doing the comparison. The
restart index is /not/ supposed to be masked to byte/short size.
This means that with certain restart indexes, the comparison should
always fail. For example, a restart index of 0xF000FFFF should never
match any byte/short index buffer values due to the extra high bits.
We must not enable hardware primitive restart in such a case. For now,
fall back to software primitive restart as it's the simplest fix. In
the future, we could detect restart indexes that will never match and
skip both hardware and software primitive restart.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The code that updates the ctx->Array._RestartIndex derived state mashed
it to 0xFFFFFFFF when GL_PRIMITIVE_RESTART_FIXED_INDEX was enabled
regardless of the index buffer type. It's supposed to be 0xFF for byte,
0xFFFF for short, or 0xFFFFFFFF for integer types.
The new _mesa_primitive_restart_index() helper gets this right.
The hardware appears to compare against the full 32-bit value some of
the time, causing primitive restart not to occur when it should. The
fact that it works some of the time is rather frightening.
Fixes sporadic failures in the ES 3 instanced_arrays_primitive_restart
conformance test when run in combination with other tests.
NOTE: This is a candidate for the 9.1 branch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This gets the correct restart index for unsigned byte/short types when
using GL_PRIMITIVE_RESTART_FIXED_INDEX.
NOTE: This is a candidate for the 9.1 branch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The derived state approach currently used (_RestartIndex) doesn't work:
in the GL_PRIMITIVE_RESTART_FIXED_INDEX case, the restart index depends
on the index buffer's data type, and that isn't known until draw time.
The existing code also fails to obey the GL 4.3 rules which say that
FIXED_INDEX takes precedence over normal primitive restart.
This helper function correctly determines the restart index, and will
replace the derived state.
NOTE: This is a candidate for the 9.1 branch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The derived _PrimitiveRestart enable flag combines the PrimitiveRestart
and PrimitiveRestartFixedIndex enable flags. However, DrawArrays is not
supposed to do FixedIndex restart:
From the OpenGL 4.3 Core specification, section 10.3.5 (page 302):
"If PRIMITIVE_RESTART_FIXED_INDEX is enabled, primitive restart is not
performed for array elements transferred by any drawing command not
taking a type parameter, including all of the *Draw* commands other
than *DrawElements*."
The OpenGL ES 3.0 specification agrees by omission:
"When DrawElements, DrawElementsInstanced, or DrawRangeElements
transfers a set of generic attribute array elements to the GL..."
Notably, DrawArrays is not included in the list of draw calls that
take PRIMITIVE_RESTART_FIXED_INDEX into consideration.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously it would assertion fail in debug builds (though the correct
value was returned in a non-debug build). Marking it as a candidate for
stable even though it has no current consumers in the stable branches, in
case one shows up in a later backport.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64727
NOTE: This is a candidate for stable branches.
Reviewed-by: Kenneth Graunke <[email protected]>
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We were expanding the live range too far, breaking register_coalesce_2()
and compute_to_mrf() on 16-wide shaders. Turning it back on improves
GLB2.7 performance by 0.239355% +/- 0.0850649% (n=398). shader-db stats
are:
total instructions in shared programs: 1627211 -> 1609262 (-1.10%)
instructions in affected programs: 450351 -> 432402 (-3.99%)
While 33 new 16-wide shaders are gained, 70 are lost. Despite that,
tropics (the app that lost the most 16-wide) shows a .41% +/- .16%
(n=7/8, first-run outlier removed) performance improvement on my HSW.
Reviewed-by: Kenneth Graunke <[email protected]>
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