glamor: xv: enable UYVY acceleration
This commit adds UYVY format in XVideo for Glamor along with shader support. Reviewed-by: Adam Jackson <ajax@redhat.com> Signed-off-by: Konstantin <ria.freelander@gmail.com>
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@ -120,6 +120,47 @@ static const glamor_facet glamor_facet_xv_planar_3 = {
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),
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};
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static const glamor_facet glamor_facet_xv_uyvy = {
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.name = "xv_uyvy",
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.source_name = "v_texcoord0",
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.vs_vars = ("in vec2 position;\n"
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"in vec2 v_texcoord0;\n"
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"out vec2 tcs;\n"),
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.vs_exec = (GLAMOR_POS(gl_Position, position)
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" tcs = v_texcoord0;\n"),
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.fs_vars = ("#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"uniform sampler2D sampler;\n"
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"uniform vec2 texelSize;\n"
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"uniform vec4 offsetyco;\n"
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"uniform vec4 ucogamma;\n"
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"uniform vec4 vco;\n"
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"in vec2 tcs;\n"
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),
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.fs_exec = (
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" vec3 uyv;\n"
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" vec4 frameOut = texture2D(sampler, tcs.st);\n"
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"\n"
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" vec4 prevPixel = texture2D(sampler, vec2(tcs.s - texelSize.x, tcs.t));\n"
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" vec4 nextPixel = texture2D(sampler, vec2(tcs.s + texelSize.x, tcs.t));\n"
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"\n"
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" float delta = 0.50;\n"
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"\n"
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" int even = int(mod(tcs.x / texelSize.x, 2.0));\n"
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"\n"
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" uyv.rgb = float(even)*vec3(frameOut.rg, nextPixel.r) + (1.0-float(even))*vec3(prevPixel.r, frameOut.gr);\n"
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"\n"
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" frameOut.r = uyv.g + 1.403*(uyv.r - delta);\n"
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" frameOut.g = uyv.g - 0.714*(uyv.r - delta) - 0.344*(uyv.b - delta);\n"
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" frameOut.b = uyv.g + 1.773*(uyv.b - delta);\n"
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" frameOut.a = 1.0;\n"
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" frag_color = frameOut;\n"
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),
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};
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#define MAKE_ATOM(a) MakeAtom(a, sizeof(a) - 1, TRUE)
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XvAttributeRec glamor_xv_attributes[] = {
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@ -138,7 +179,8 @@ Atom glamorBrightness, glamorContrast, glamorSaturation, glamorHue,
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XvImageRec glamor_xv_images[] = {
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XVIMAGE_YV12,
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XVIMAGE_I420,
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XVIMAGE_NV12
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XVIMAGE_NV12,
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XVIMAGE_UYVY,
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};
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int glamor_xv_num_images = ARRAY_SIZE(glamor_xv_images);
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@ -156,6 +198,9 @@ glamor_init_xv_shader(ScreenPtr screen, glamor_port_private *port_priv, int id)
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case FOURCC_NV12:
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glamor_facet_xv_planar = &glamor_facet_xv_planar_2;
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break;
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case FOURCC_UYVY:
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glamor_facet_xv_planar = &glamor_facet_xv_uyvy;
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break;
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default:
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break;
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}
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@ -182,6 +227,10 @@ glamor_init_xv_shader(ScreenPtr screen, glamor_port_private *port_priv, int id)
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sampler_loc = glGetUniformLocation(port_priv->xv_prog.prog, "u_sampler");
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glUniform1i(sampler_loc, 1);
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break;
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case FOURCC_UYVY:
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sampler_loc = glGetUniformLocation(port_priv->xv_prog.prog, "sampler");
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glUniform1i(sampler_loc, 0);
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break;
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default:
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break;
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}
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@ -297,6 +346,15 @@ glamor_xv_query_image_attributes(int id,
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tmp *= (*h >> 1);
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size += tmp;
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break;
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case FOURCC_UYVY:
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/* UYVU is single-plane really, all tranformation is processed inside a shader */
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size = *w * 2;
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if (pitches)
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pitches[0] = size;
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if (offsets)
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offsets[0] = 0;
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size *= *h;
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break;
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}
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return size;
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}
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@ -377,16 +435,16 @@ glamor_xv_render(glamor_port_private *port_priv, int id)
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uloc = glGetUniformLocation(port_priv->xv_prog.prog, "vco");
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glUniform4f(uloc, vco[0], vco[1], vco[2], 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[0]->fbo->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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switch (id) {
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case FOURCC_YV12:
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case FOURCC_I420:
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[0]->fbo->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[1]->fbo->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -402,6 +460,13 @@ glamor_xv_render(glamor_port_private *port_priv, int id)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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break;
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case FOURCC_NV12:
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[0]->fbo->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[1]->fbo->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -409,6 +474,17 @@ glamor_xv_render(glamor_port_private *port_priv, int id)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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break;
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case FOURCC_UYVY:
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uloc = glGetUniformLocation(port_priv->xv_prog.prog, "texelSize");
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glUniform2f(uloc, 1.0 / port_priv->w, 1.0 / port_priv->h);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[0]->fbo->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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break;
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default:
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break;
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}
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@ -571,6 +647,14 @@ glamor_xv_put_image(glamor_port_private *port_priv,
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if (!port_priv->src_pix[1])
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return BadAlloc;
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break;
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case FOURCC_UYVY:
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port_priv->src_pix[0] =
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glamor_create_pixmap(pScreen, width, height, 32,
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GLAMOR_CREATE_FBO_NO_FBO |
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GLAMOR_CREATE_FORMAT_CBCR);
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port_priv->src_pix[1] = NULL;
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port_priv->src_pix[2] = NULL;
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break;
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default:
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return BadMatch;
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}
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@ -645,6 +729,16 @@ glamor_xv_put_image(glamor_port_private *port_priv,
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0, 0, 0, 0,
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buf + s2offset, srcPitch);
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break;
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case FOURCC_UYVY:
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srcPitch = width * 2;
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full_box.x1 = 0;
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full_box.y1 = 0;
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full_box.x2 = width;
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full_box.y2 = height;
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glamor_upload_boxes(&port_priv->src_pix[0]->drawable, &full_box, 1,
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0, 0, 0, 0,
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buf, srcPitch);
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break;
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default:
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return BadMatch;
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}
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