| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
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At a later stage we might want to split out the NIR specific [XXX:
which one was it], as to make things move obvious and rename the files
appropriately. This patch aims to split it out of nir.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
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Allows us to remove the SCons workaround :-)
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
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This way one can reuse it in glsl, nir or other infrastructure without
pulling nir as dependency.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
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Currently it's an empty library, although it'll be used to store common
code between GLSL and NIR that is compiler specific (rather than generic
as the one in src/util).
XXX: strictly speaking we could add a python/mako parser to generate the
relevant files instead including builtin_type_macros.h in such a manner.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
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I have a patch that writes shaders as .shader_test files, and it uses
this function to create the headers (i.e. [vertex shader]).
[tess ctrl shader] isn't a valid shader_runner header - it's spelled
out as [tessellation control shader].
There's no real reason to abbreviate it, so spell it out.
v2: Rebase on Rob's patches to move the code.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Noticed this with $piglit/bin/vp-address-01
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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nir.h is a bit inconsistent about 'typedef struct {} nir_foo' vs
'typedef struct nir_foo {} nir_foo'. But missing struct name tags is
inconvenient when you need a fwd declaration without pulling in all
of nir.
So add missing struct name tag for nir_variable, and a couple other
spots where it would likely be useful.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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nir_build_ivec4 is more readable and succinct than using nir_build_imm
directly, even if you have C99.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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The OpenGL specifications for bitfieldExtract() says:
The result will be undefined if <offset> or <bits> is negative, or if
the sum of <offset> and <bits> is greater than the number of bits
used to store the operand.
Therefore passing bits=32, offset=0 is legal and defined in GLSL.
But the earlier SM5 ubfe/ibfe opcodes are specified to accept a bitfield width
ranging from 0-31. As such, Intel and AMD instructions read only the low 5 bits
of the width operand, making them not able to implement the GLSL-specified
behavior directly.
This commit adds ubfe/ibfe operations from SM5 and a lowering pass for
bitfield_extract to to handle the trivial case of <bits> = 32 as
bitfieldExtract:
bits > 31 ? value : bfe(value, offset, bits)
Fixes:
ES31-CTS.shader_bitfield_operation.bitfieldExtract.uvec3_0
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92595
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Tested-by: Marta Lofstedt <marta.lofstedt@intel.com>
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The OpenGL specifications for bitfieldInsert() says:
The result will be undefined if <offset> or <bits> is negative, or if
the sum of <offset> and <bits> is greater than the number of bits
used to store the operand.
Therefore passing bits=32, offset=0 is legal and defined in GLSL.
But the earlier SM5 bfi opcode is specified to accept a bitfield width
ranging from 0-31. As such, Intel and AMD instructions read only the low
5 bits of the width operand, making them not able to implement the
GLSL-specified behavior directly.
This commit fixes the lowering of bitfield_insert to handle the trivial
case of <bits> = 32 as
bitfieldInsert:
bits > 31 ? insert : bfi(bfm(bits, offset), insert, base)
Fixes:
ES31-CTS.shader_bitfield_operation.bitfieldInsert.uint_2
ES31-CTS.shader_bitfield_operation.bitfieldInsert.uvec4_3
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92595
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Tested-by: Marta Lofstedt <marta.lofstedt@intel.com>
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Intel/AMD's hardware instructions do not handle arguments of 32.
Constant evaluation should not produce a result different from the
hardware instruction.
The s/1ull/1u/ change is intentional: previously we wanted defined
behavior for the "1 << 32" case, but we're making this case undefined so
we can make it 1u and save ourselves a 64-bit operation.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Shifting into the sign bit is undefined, as is shifting by 32.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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We would like to be able to combine
result.x = bitfieldExtract(src0.x, src1.x, src2.x);
result.y = bitfieldExtract(src0.y, src1.y, src2.y);
result.z = bitfieldExtract(src0.z, src1.z, src2.z);
result.w = bitfieldExtract(src0.w, src1.w, src2.w);
into a single ivec4 bitfieldInsert operation. This should be possible
with most drivers.
This patch changes the offset and bits parameters from scalar ints
to ivecN or uvecN. The type of all three operands will be the same,
for simplicity.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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We would like to be able to combine
result.x = bitfieldInsert(src0.x, src1.x, src2.x, src3.x);
result.y = bitfieldInsert(src0.y, src1.y, src2.y, src3.y);
result.z = bitfieldInsert(src0.z, src1.z, src2.z, src3.z);
result.w = bitfieldInsert(src0.w, src1.w, src2.w, src3.w);
into a single ivec4 bitfieldInsert operation. This should be possible
with most drivers.
This patch changes the offset and bits parameters from scalar ints
to ivecN or uvecN. The type of all four operands will be the same,
for simplicity.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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TGSI doesn't use these - it just translates ir_quadop_bitfield_insert
directly. NIR can handle ir_quadop_bitfield_insert as well.
These opcodes were only used for i965, and with Jason's recent patches,
we can do this lowering in NIR (which also gains us SPIR-V handling).
So there's not much point to retaining this GLSL IR lowering code.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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NIR's bfm, like Intel/AMD's hardware instructions and GLSL IR's
ir_binop_bfm takes <bits> as src0 and <offset> as src1.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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These are used by code that doesn't necessarily link to libglsl.la. Move
them to shader_enums.[ch] where we keep similar helpers.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com
Reviewed-by: Brian Paul <brianp@vmware.com>
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This commit adds lowering options for the following opcodes:
- nir_op_fmod
- nir_op_bitfield_insert
- nir_op_uadd_carry
- nir_op_usub_borrow
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Both were defined as returning bool but the gpu_shader5 functions are
defined to return int. Also, we had the parameters for usub borrwo
backwards in the folding expression.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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The nir_opt_algebraic rule
(('fadd', ('flog2', a), ('fneg', ('flog2', b))), ('flog2', ('fdiv', a, b))),
can produce new fdiv operations, which need to be lowered on i965,
as we don't actually implement fdiv. (Normally, we handle this in
GLSL IR's lower_instructions pass, but in the above case we introduce
an fdiv after that point. So, make NIR do it for us.)
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: mesa-stable@lists.freedesktop.org
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Note these are a bit uglier, due to avoidance of GNU C extensions. But
drivers which do not need to be built with compilers that don't support
the extension can wrap these macros with their own.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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There used to be more members but they now share other fields
in order to keep memory use low.
Also making the naming more generic will allow us to reuse the
field for explicit byte offsets within blocks for
ARB_enhanced_layouts.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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A hugely common case when using nir_builder is to have a shader with a
single function called main. This adds a helper that gives you just that.
This commit also makes us use it in the NIR control-flow unit tests as well
as tgsi_to_nir and prog_to_nir.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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This optimizes a + b - b to just a. Modest shader-db results (BDW):
total instructions in shared programs: 7842452 -> 7841862 (-0.01%)
instructions in affected programs: 61938 -> 61348 (-0.95%)
total loops in shared programs: 2131 -> 2131 (0.00%)
helped: 263
HURT: 0
GAINED: 0
LOST: 0
but the optimization turns
gl_VertexID - gl_BaseVertexARB
into just a reference to SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, which the
i965 hardware supports natively. That means we can avoid using the
internal vertex buffer for gl_BaseVertexARB in this case.
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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Fixes make check.
Signed-off-by: Aaron Watry <awatry@gmail.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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When Connor originally drafted NIR, he copied the same function+overload
system that GLSL IR had with a few names changed. However, this
double-indirection is not really needed and has only served to confuse
people. Instead, let's just have functions which may not have unique names
and may or may not have an implementation. If someone wants to do overload
resolving, they can hav a hash table based function+overload system in the
overload resolving pass. There's no good reason to keep it in core NIR.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
ir3 bits are
Reviewed-by: Rob Clark <robclark@gmail.com>
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Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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I need access to glsl_type::vec2_type from C. Wrapping vec() also gives
us access to vec3 if we need it.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Instead of performing the read-modify-write cycle in glsl->nir, we can
simply emit a partial writemask. For locals, nir_lower_vars_to_ssa will
do the equivalent read-modify-write cycle for us, so we continue to get
the same SSA values we had before.
Because glsl_to_nir calls nir_lower_outputs_to_temporaries, all outputs
are shadowed with temporary values, and written out as whole vectors at
the end of the shader. So, most consumers will still not see partial
writemasks.
However, nir_lower_outputs_to_temporaries bails for tessellation control
shader outputs. So those remain actual variables, and stores to those
variables now get a writemask. nir_lower_io passes that through. This
means that TCS outputs should actually work now.
This is a functional change for tessellation control shaders.
v2: Relax the nir_validate assert to allow partial writemasks.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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Tessellation control shaders need to be careful when writing outputs.
Because multiple threads can concurrently write the same output
variables, we need to only write the exact components we were told.
Traditionally, for sub-vector writes, we've read the whole vector,
updated the temporary, and written the whole vector back. This breaks
down with concurrent access.
This patch prepares the way for a solution by adding a writemask field
to store_var intrinsics, as well as the other store intrinsics. It then
updates all produces to emit a writemask of "all channels enabled". It
updates nir_lower_io to copy the writemask to output store intrinsics.
Finally, it updates nir_lower_vars_to_ssa to handle partial writemasks
by doing a read-modify-write cycle (which is safe, because local
variables are specific to a single thread).
This should have no functional change, since no one actually emits
partial writemasks yet.
v2: Make nir_validate momentarily assert that writemasks cover the
complete value - we shouldn't have partial writemasks yet
(requested by Jason Ekstrand).
v3: Fix accidental SSBO change that arose from merge conflicts.
v4: Don't try to handle writemasks in ir3_compiler_nir - my code
for indirects was likely wrong, and TTN doesn't generate partial
writemasks today anyway. Change them to asserts as requested by
Rob Clark.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com> [v3]
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This field is used as a flag to optimise out any varyings that don't have
a matching varying on the other side of the interface.
The value should be the same for all varyings (except for SSO but we can't
optimise those) by the time they reach nir and are no longer be needed.
Acked-by: Jason Ekstrand <jason.ekstrand@intel.com>
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So vertex shader input attributes are handled different than internal
varyings between shader stages, dvec3 and dvec4 only count as
one slot for vertex attributes, but for internal varyings, they
count as 2.
This patch comments all the uses of this API to clarify what we
pass in, except one which needs further investigation
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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The old function didn't work for matrices, and we need this
in other places to fix some other problems, so move to a helper
in glsl type and fix the one user so far.
A dual slot double is one that has 3 or 4 components in it's
base type.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Oded Gabbay <oded.gabbay@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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As in the previous patches, these can be implemented as
any(v) -> any_nequal(v, false)
all(v) -> all_equal(v, true)
and their removal simplifies the code in the next patch.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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The GLSL IR to TGSI/Mesa IR paths for any_nequal have the same
optimizations the ir_unop_any paths had.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Now that we have a helper in the builder for system values and a helper in
core NIR to get the intrinsic opcode, there's really no point in having
things split out into a helper function. This commit "modernizes" this
pass to use helpers better and look more like newer passes.
Reviewed-by: Eric Anholt <eric@anholt.net>
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While we're at it, go ahead and make nir_lower_clip use it.
Reviewed-by: Eric Anholt <eric@anholt.net>
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The one user of this (i965) only ever calls it while in SSA form.
Reviewed-by: Eric Anholt <eric@anholt.net>
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Shared variables and input reworks landed around the same time.
Presumably, this was some sort of mistake in rebase conflict resolution.
This really only affects the num_indices field in nir_intrinsic_infos,
which is rarely used. However, it's used by the printer.
Found by inspection.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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Reviewed-by: Rob Clark <robdclark@gmail.com>
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There is some special-casing needed in a competent back-end. However, they
can do their special-casing easily enough based on whether or not the
offset is a constant. In the mean time, having the *_indirect variants
adds special cases a number of places where they don't need to be and, in
general, only complicates things. To complicate matters, NIR had no way to
convdert an indirect load/store to a direct one in the case that the
indirect was a constant so we would still not really get what the back-ends
wanted. The best solution seems to be to get rid of the *_indirect
variants entirely.
This commit is a bunch of different changes squashed together:
- nir: Get rid of *_indirect variants of input/output load/store intrinsics
- nir/glsl: Stop handling UBO/SSBO load/stores differently depending on indirect
- nir/lower_io: Get rid of load/store_foo_indirect
- i965/fs: Get rid of load/store_foo_indirect
- i965/vec4: Get rid of load/store_foo_indirect
- tgsi_to_nir: Get rid of load/store_foo_indirect
- ir3/nir: Use the new unified io intrinsics
- vc4: Do all uniform loads with byte offsets
- vc4/nir: Use the new unified io intrinsics
- vc4: Fix load_user_clip_plane crash
- vc4: add missing src for store outputs
- vc4: Fix state uniforms
- nir/lower_clip: Update to the new load/store intrinsics
- nir/lower_two_sided_color: Update to the new load intrinsic
NIR and i965 changes are
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
NIR indirect declarations and vc4 changes are
Reviewed-by: Eric Anholt <eric@anholt.net>
ir3 changes are
Reviewed-by: Rob Clark <robdclark@gmail.com>
NIR changes are
Acked-by: Rob Clark <robdclark@gmail.com>
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v3:
* Update min/max based on latest SSBO code (Iago)
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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The atomic functions can also be used with shared variables in compute
shaders.
When lowering the intrinsic in lower_ubo_reference, we still create an
SSBO specific intrinsic since SSBO accesses can be indirectly
addressed, whereas all compute shader shared variable live in a single
shared variable area.
v2:
* Also remove the _internal suffix from ssbo atomic intrinsic names (Iago)
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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