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    <div class="moz-cite-prefix">
      <blockquote type="cite">
        <div><br>
        </div>
        <div>This seems to be the reason for the artifacts.</div>
        <div> </div>
        <blockquote class="gmail_quote" style="margin:0 0 0
          .8ex;border-left:1px #ccc solid;padding-left:1ex">
          <div>
            <div>
              <blockquote class="gmail_quote" style="margin:0 0 0
                .8ex;border-left:1px #ccc solid;padding-left:1ex">
                +   ureg_SUB(shader, ureg_writemask(t_array[0],
                TGSI_WRITEMASK_XY),<br>
                +            i_vtex, half_pixel);<br>
              </blockquote>
            </div>
          </div>
        </blockquote>
        <div><br>
        </div>
        <div>On debugging I found that after removing this ^^^
          instruction the artifacts are gone.</div>
        <div>Not sure why is this happening but the filter is working
          fine.</div>
        <div><br>
        </div>
        <div>Any ideas Christian?</div>
      </blockquote>
      <br>
      Could it be that your values run out of the representable numeric
      range? Otherwise I run out of ideas as well.<br>
      <br>
      Additional to that I'm not 100% sure I get what are you trying to
      do here. Is that for the pixel center adjustment?<br>
      <br>
      Regards,<br>
      Christian.<br>
      <br>
      Am 20.07.2016 um 14:02 schrieb Nayan Deshmukh:<br>
    </div>
    <blockquote
cite="mid:CAFd4ddzJjCTYq8=MA_mK1pGwiUCuQhrN_x-R=ZCy9-fB3jbJ7w@mail.gmail.com"
      type="cite">
      <div dir="ltr">Hi Christian,
        <div><br>
        </div>
        <div>Thanks for the review.</div>
        <div><br>
        </div>
        <div class="gmail_extra"><br>
          <div class="gmail_quote">On Tue, Jul 19, 2016 at 4:58 PM,
            Christian König <span dir="ltr"><<a
                moz-do-not-send="true"
                href="mailto:deathsimple@vodafone.de" target="_blank">deathsimple@vodafone.de</a>></span>
            wrote:<br>
            <blockquote class="gmail_quote" style="margin:0 0 0
              .8ex;border-left:1px #ccc solid;padding-left:1ex"><span>Am
                18.07.2016 um 21:55 schrieb Nayan Deshmukh:<br>
                <blockquote class="gmail_quote" style="margin:0 0 0
                  .8ex;border-left:1px #ccc solid;padding-left:1ex">
                  v2: avoiding dividing by zero when calculating lanczos<br>
                  <br>
                  Signed-off-by: Nayan Deshmukh <<a
                    moz-do-not-send="true"
                    href="mailto:nayan26deshmukh@gmail.com"
                    target="_blank">nayan26deshmukh@gmail.com</a>><br>
                </blockquote>
                <br>
              </span>
              That looks much better, but there are still quite a bunch
              of artifacts.<br>
              <br>
              Take a look at the attached screenshots. good.jpg was
              created with hqscalling=0, bad with hqscalling=7.<br>
              <br>
              Especially on the left side we have lines from top to
              bottom where there shouldn't be any.<br>
              <br>
              Regards,<br>
              Christian.
              <div>
                <div><br>
                  <br>
                  <blockquote class="gmail_quote" style="margin:0 0 0
                    .8ex;border-left:1px #ccc solid;padding-left:1ex">
                    ---<br>
                      src/gallium/auxiliary/Makefile.sources       |   2
                    +<br>
                      src/gallium/auxiliary/vl/vl_lanczos_filter.c | 447
                    +++++++++++++++++++++++++++<br>
                      src/gallium/auxiliary/vl/vl_lanczos_filter.h |  63
                    ++++<br>
                      3 files changed, 512 insertions(+)<br>
                      create mode 100644
                    src/gallium/auxiliary/vl/vl_lanczos_filter.c<br>
                      create mode 100644
                    src/gallium/auxiliary/vl/vl_lanczos_filter.h<br>
                    <br>
                    diff --git a/src/gallium/auxiliary/Makefile.sources
                    b/src/gallium/auxiliary/Makefile.sources<br>
                    index e0311bf..4eb0f65 100644<br>
                    --- a/src/gallium/auxiliary/Makefile.sources<br>
                    +++ b/src/gallium/auxiliary/Makefile.sources<br>
                    @@ -330,6 +330,8 @@ VL_SOURCES := \<br>
                            vl/vl_deint_filter.h \<br>
                            vl/vl_idct.c \<br>
                            vl/vl_idct.h \<br>
                    +       vl/vl_lanczos_filter.c \<br>
                    +       vl/vl_lanczos_filter.h \<br>
                            vl/vl_matrix_filter.c \<br>
                            vl/vl_matrix_filter.h \<br>
                            vl/vl_mc.c \<br>
                    diff --git
                    a/src/gallium/auxiliary/vl/vl_lanczos_filter.c
                    b/src/gallium/auxiliary/vl/vl_lanczos_filter.c<br>
                    new file mode 100644<br>
                    index 0000000..7c69555<br>
                    --- /dev/null<br>
                    +++ b/src/gallium/auxiliary/vl/vl_lanczos_filter.c<br>
                    @@ -0,0 +1,447 @@<br>
+/**************************************************************************<br>
                    + *<br>
                    + * Copyright 2016 Nayan Deshmukh.<br>
                    + * All Rights Reserved.<br>
                    + *<br>
                    + * Permission is hereby granted, free of charge, to
                    any person obtaining a<br>
                    + * copy of this software and associated
                    documentation files (the<br>
                    + * "Software"), to deal in the Software without
                    restriction, including<br>
                    + * without limitation the rights to use, copy,
                    modify, merge, publish,<br>
                    + * distribute, sub license, and/or sell copies of
                    the Software, and to<br>
                    + * permit persons to whom the Software is furnished
                    to do so, subject to<br>
                    + * the following conditions:<br>
                    + *<br>
                    + * The above copyright notice and this permission
                    notice (including the<br>
                    + * next paragraph) shall be included in all copies
                    or substantial portions<br>
                    + * of the Software.<br>
                    + *<br>
                    + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT
                    WARRANTY OF ANY KIND, EXPRESS<br>
                    + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
                    WARRANTIES OF<br>
                    + * MERCHANTABILITY, FITNESS FOR A PARTICULAR
                    PURPOSE AND NON-INFRINGEMENT.<br>
                    + * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE
                    LIABLE FOR<br>
                    + * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
                    IN AN ACTION OF CONTRACT,<br>
                    + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
                    CONNECTION WITH THE<br>
                    + * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
                    SOFTWARE.<br>
                    + *<br>
                    +
**************************************************************************/<br>
                    +<br>
                    +#include <stdio.h><br>
                    +<br>
                    +#include "pipe/p_context.h"<br>
                    +<br>
                    +#include "tgsi/tgsi_ureg.h"<br>
                    +<br>
                    +#include "util/u_draw.h"<br>
                    +#include "util/u_memory.h"<br>
                    +#include "util/u_math.h"<br>
                    +#include "util/u_rect.h"<br>
                    +<br>
                    +#include "vl_types.h"<br>
                    +#include "vl_vertex_buffers.h"<br>
                    +#include "vl_lanczos_filter.h"<br>
                    +<br>
                    +enum VS_OUTPUT<br>
                    +{<br>
                    +   VS_O_VPOS = 0,<br>
                    +   VS_O_VTEX = 0<br>
                    +};<br>
                    +<br>
                    +static void *<br>
                    +create_vert_shader(struct vl_lanczos_filter
                    *filter)<br>
                    +{<br>
                    +   struct ureg_program *shader;<br>
                    +   struct ureg_src i_vpos;<br>
                    +   struct ureg_dst o_vpos, o_vtex;<br>
                    +<br>
                    +   shader = ureg_create(PIPE_SHADER_VERTEX);<br>
                    +   if (!shader)<br>
                    +      return NULL;<br>
                    +<br>
                    +   i_vpos = ureg_DECL_vs_input(shader, 0);<br>
                    +   o_vpos = ureg_DECL_output(shader,
                    TGSI_SEMANTIC_POSITION, VS_O_VPOS);<br>
                    +   o_vtex = ureg_DECL_output(shader,
                    TGSI_SEMANTIC_GENERIC, VS_O_VTEX);<br>
                    +<br>
                    +   ureg_MOV(shader, o_vpos, i_vpos);<br>
                    +   ureg_MOV(shader, o_vtex, i_vpos);<br>
                    +<br>
                    +   ureg_END(shader);<br>
                    +<br>
                    +   return ureg_create_shader_and_destroy(shader,
                    filter->pipe);<br>
                    +}<br>
                    +<br>
                    +static void<br>
                    +create_frag_shader_lanczos(struct ureg_program
                    *shader, struct ureg_src a,<br>
                    +                           struct ureg_src x,
                    struct ureg_dst o_fragment)<br>
                    +{<br>
                    +   struct ureg_dst temp[8];<br>
                    +   unsigned i;<br>
                    +<br>
                    +   for(i = 0; i < 8; ++i)<br>
                    +       temp[i] = ureg_DECL_temporary(shader);<br>
                    +<br>
                    +   /*<br>
                    +    * temp[0] = (x == 0) ? 1.0f : x<br>
                    +    * temp[7] = (sin(pi * x) * sin ((pi * x)/a)) /
                    x^2<br>
                    +    * o_fragment = (x == 0) ? 1.0f : temp[7]<br>
                    +    */<br>
                    +   ureg_MOV(shader, temp[0], x);<br>
                    +   ureg_SEQ(shader, temp[1], x, ureg_imm1f(shader,
                    0.0f));<br>
                    +<br>
                    +   ureg_LRP(shader, temp[0], ureg_src(temp[1]),<br>
                    +            ureg_imm1f(shader, 1.0f),
                    ureg_src(temp[0]));<br>
                    +<br>
                    +   ureg_MUL(shader, temp[2], x,<br>
                    +            ureg_imm1f(shader, 3.141592));<br>
                    +   ureg_DIV(shader, temp[3], ureg_src(temp[2]), a);<br>
                    +<br>
                    +   ureg_SIN(shader, temp[4], ureg_src(temp[2]));<br>
                    +   ureg_SIN(shader, temp[5], ureg_src(temp[3]));<br>
                    +<br>
                    +   ureg_MUL(shader, temp[6], ureg_src(temp[4]),<br>
                    +            ureg_src(temp[5]));<br>
                    +   ureg_MUL(shader, temp[7], ureg_imm1f(shader,<br>
                    +            0.101321), a);<br>
                    +   ureg_MUL(shader, temp[7], ureg_src(temp[7]),<br>
                    +            ureg_src(temp[6]));<br>
                    +   ureg_DIV(shader, temp[7], ureg_src(temp[7]),<br>
                    +            ureg_src(temp[0]));<br>
                    +   ureg_DIV(shader, o_fragment,<br>
                    +           ureg_src(temp[7]), ureg_src(temp[0]));<br>
                    +<br>
                    +   ureg_LRP(shader, o_fragment, ureg_src(temp[1]),<br>
                    +            ureg_imm1f(shader, 1.0f),
                    ureg_src(o_fragment));<br>
                    +<br>
                    +   for(i = 0; i < 8; ++i)<br>
                    +       ureg_release_temporary(shader, temp[i]);<br>
                    +}<br>
                    +<br>
                    +static void *<br>
                    +create_frag_shader(struct vl_lanczos_filter
                    *filter, unsigned num_offsets,<br>
                    +                   struct vertex2f *offsets,
                    unsigned a,<br>
                    +                   unsigned video_width, unsigned
                    video_height)<br>
                    +{<br>
                    +   struct pipe_screen *screen =
                    filter->pipe->screen;<br>
                    +   struct ureg_program *shader;<br>
                    +   struct ureg_src i_vtex, vtex;<br>
                    +   struct ureg_src sampler;<br>
                    +   struct ureg_src half_pixel;<br>
                    +   struct ureg_dst o_fragment;<br>
                    +   struct ureg_dst *t_array = MALLOC(sizeof(struct
                    ureg_dst) * (num_offsets + 2));<br>
                    +   struct ureg_dst x, t_sum;<br>
                    +   unsigned i;<br>
                    +   bool first;<br>
                    +<br>
                    +   if (screen->get_shader_param(<br>
                    +      screen, PIPE_SHADER_FRAGMENT,
                    PIPE_SHADER_CAP_MAX_TEMPS) < num_offsets + 2) {<br>
                    +      return NULL;<br>
                    +   }<br>
                    +<br>
                    +   shader = ureg_create(PIPE_SHADER_FRAGMENT);<br>
                    +   if (!shader) {<br>
                    +      return NULL;<br>
                    +   }<br>
                    +<br>
                    +   i_vtex = ureg_DECL_fs_input(shader,
                    TGSI_SEMANTIC_GENERIC, VS_O_VTEX,
                    TGSI_INTERPOLATE_LINEAR);<br>
                    +   sampler = ureg_DECL_sampler(shader, 0);<br>
                    +<br>
                    +   for (i = 0; i < num_offsets + 2; ++i)<br>
                    +      t_array[i] = ureg_DECL_temporary(shader);<br>
                    +   x = ureg_DECL_temporary(shader);<br>
                    +<br>
                    +   half_pixel = ureg_DECL_constant(shader, 0);<br>
                    +   o_fragment = ureg_DECL_output(shader,
                    TGSI_SEMANTIC_COLOR, 0);<br>
                    +<br>
                    +   /*<br>
                    +    * temp = (i_vtex - (0.5/dst_size)) * i_size)<br>
                    +    * x = frac(temp)<br>
                    +    * vtex = floor(i_vtex)/i_size + half_pixel<br>
                    +    */<br>
                  </blockquote>
                </div>
              </div>
            </blockquote>
            <div><br>
            </div>
            <div>This seems to be the reason for the artifacts.</div>
            <div> </div>
            <blockquote class="gmail_quote" style="margin:0 0 0
              .8ex;border-left:1px #ccc solid;padding-left:1ex">
              <div>
                <div>
                  <blockquote class="gmail_quote" style="margin:0 0 0
                    .8ex;border-left:1px #ccc solid;padding-left:1ex">
                    +   ureg_SUB(shader, ureg_writemask(t_array[0],
                    TGSI_WRITEMASK_XY),<br>
                    +            i_vtex, half_pixel);<br>
                  </blockquote>
                </div>
              </div>
            </blockquote>
            <div><br>
            </div>
            <div>On debugging I found that after removing this ^^^
              instruction the artifacts are gone.</div>
            <div>Not sure why is this happening but the filter is
              working fine.</div>
            <div><br>
            </div>
            <div>Any ideas Christian?</div>
            <div><br>
            </div>
            <div>Regards,</div>
            <div>Nayan. </div>
            <blockquote class="gmail_quote" style="margin:0 0 0
              .8ex;border-left:1px #ccc solid;padding-left:1ex">
              <div>
                <div>
                  <blockquote class="gmail_quote" style="margin:0 0 0
                    .8ex;border-left:1px #ccc solid;padding-left:1ex">
                    +   ureg_MUL(shader, ureg_writemask(t_array[1],
                    TGSI_WRITEMASK_XY),<br>
                    +            ureg_src(t_array[0]),
                    ureg_imm2f(shader, video_width, video_height));<br>
                    +   ureg_FRC(shader, ureg_writemask(x,
                    TGSI_WRITEMASK_XY),<br>
                    +            ureg_src(t_array[1]));<br>
                    +<br>
                    +   ureg_FLR(shader, ureg_writemask(t_array[1],
                    TGSI_WRITEMASK_XY),<br>
                    +            ureg_src(t_array[1]));<br>
                    +   ureg_DIV(shader, ureg_writemask(t_array[1],
                    TGSI_WRITEMASK_XY),<br>
                    +            ureg_src(t_array[1]),
                    ureg_imm2f(shader, video_width, video_height));<br>
                    +   ureg_ADD(shader, ureg_writemask(t_array[1],
                    TGSI_WRITEMASK_XY),<br>
                    +            ureg_src(t_array[1]), half_pixel);<br>
                    +   /*<br>
                    +    * t_array[2..*] = vtex + offset[0..*]<br>
                    +    * t_array[2..*] = tex(t_array[0..*], sampler)<br>
                    +    * o_fragment = sum(t_array[i] * lanczos(x -
                    offsets[i].x) * lanczos(y - offsets[i].y))<br>
                    +    */<br>
                    +   vtex = ureg_src(t_array[1]);<br>
                    +   for (i = 0; i < num_offsets; ++i) {<br>
                    +        ureg_ADD(shader, ureg_writemask(t_array[i +
                    2], TGSI_WRITEMASK_XY),<br>
                    +                  vtex, ureg_imm2f(shader,
                    offsets[i].x, offsets[i].y));<br>
                    +        ureg_MOV(shader, ureg_writemask(t_array[i +
                    2], TGSI_WRITEMASK_ZW),<br>
                    +                  ureg_imm1f(shader, 0.0f));<br>
                    +   }<br>
                    +<br>
                    +   for (i = 0; i < num_offsets; ++i) {<br>
                    +      ureg_TEX(shader, t_array[i + 2],
                    TGSI_TEXTURE_2D, ureg_src(t_array[i + 2]), sampler);<br>
                    +   }<br>
                    +<br>
                    +   for(i = 0, first = true; i < num_offsets;
                    ++i) {<br>
                    +      if (first) {<br>
                    +         t_sum = t_array[i + 2];<br>
                    +         ureg_SUB(shader,
                    ureg_writemask(t_array[i], TGSI_WRITEMASK_XY),<br>
                    +                  ureg_src(x), ureg_imm2f(shader,
                    offsets[i].x * video_width,<br>
                    +                  offsets[i].y * video_height));<br>
                    +         create_frag_shader_lanczos(shader,
                    ureg_imm1f(shader, (float)(a)),<br>
                    +                 ureg_scalar(ureg_src(t_array[i]),
                    TGSI_SWIZZLE_X), t_array[i + 1]);<br>
                    +         create_frag_shader_lanczos(shader,
                    ureg_imm1f(shader, (float)(a)),<br>
                    +                 ureg_scalar(ureg_src(t_array[i]),
                    TGSI_SWIZZLE_Y), t_array[i]);<br>
                    +         ureg_MUL(shader, t_array[i + 1],
                    ureg_src(t_array[i + 1]),<br>
                    +                  ureg_src(t_array[i]));<br>
                    +         ureg_MUL(shader, t_sum, ureg_src(t_array[i
                    + 2]),<br>
                    +                  ureg_src(t_array[i + 1]));<br>
                    +         first = false;<br>
                    +      } else {<br>
                    +         ureg_SUB(shader,
                    ureg_writemask(t_array[i], TGSI_WRITEMASK_XY),<br>
                    +                  ureg_src(x), ureg_imm2f(shader,
                    offsets[i].x * video_width,<br>
                    +                  offsets[i].y * video_height));<br>
                    +         create_frag_shader_lanczos(shader,
                    ureg_imm1f(shader, (float)(a)),<br>
                    +                 ureg_scalar(ureg_src(t_array[i]),
                    TGSI_SWIZZLE_X), t_array[i + 1]);<br>
                    +         create_frag_shader_lanczos(shader,
                    ureg_imm1f(shader, (float)(a)),<br>
                    +                 ureg_scalar(ureg_src(t_array[i]),
                    TGSI_SWIZZLE_Y), t_array[i]);<br>
                    +         ureg_MUL(shader, t_array[i + 1],
                    ureg_src(t_array[i + 1]),<br>
                    +                  ureg_src(t_array[i]));<br>
                    +         ureg_MAD(shader, t_sum, ureg_src(t_array[i
                    + 2]),<br>
                    +                  ureg_src(t_array[i + 1]),
                    ureg_src(t_sum));<br>
                    +      }<br>
                    +   }<br>
                    +<br>
                    +   if (first)<br>
                    +      ureg_MOV(shader, o_fragment,
                    ureg_imm1f(shader, 0.0f));<br>
                    +   else<br>
                    +      ureg_MOV(shader, o_fragment,
                    ureg_src(t_sum));<br>
                    +<br>
                    +   ureg_release_temporary(shader, x);<br>
                    +   ureg_END(shader);<br>
                    +<br>
                    +   FREE(t_array);<br>
                    +   return ureg_create_shader_and_destroy(shader,
                    filter->pipe);<br>
                    +}<br>
                    +<br>
                    +bool<br>
                    +vl_lanczos_filter_init(struct vl_lanczos_filter
                    *filter, struct pipe_context *pipe,<br>
                    +                       unsigned size, unsigned
                    width, unsigned height)<br>
                    +{<br>
                    +   struct pipe_rasterizer_state rs_state;<br>
                    +   struct pipe_blend_state blend;<br>
                    +   struct vertex2f *offsets, v, sizes;<br>
                    +   struct pipe_sampler_state sampler;<br>
                    +   struct pipe_vertex_element ve;<br>
                    +   unsigned i, num_offsets = (2 * size) * (2 *
                    size);<br>
                    +<br>
                    +   assert(filter && pipe);<br>
                    +   assert(width && height);<br>
                    +   assert(size);<br>
                    +<br>
                    +   memset(filter, 0, sizeof(*filter));<br>
                    +   filter->pipe = pipe;<br>
                    +<br>
                    +   memset(&rs_state, 0, sizeof(rs_state));<br>
                    +   rs_state.half_pixel_center = true;<br>
                    +   rs_state.bottom_edge_rule = true;<br>
                    +   rs_state.depth_clip = 1;<br>
                    +   filter->rs_state =
                    pipe->create_rasterizer_state(pipe,
                    &rs_state);<br>
                    +   if (!filter->rs_state)<br>
                    +      goto error_rs_state;<br>
                    +<br>
                    +   memset(&blend, 0, sizeof blend);<br>
                    +   blend.rt[0].rgb_func = PIPE_BLEND_ADD;<br>
                    +   blend.rt[0].rgb_src_factor =
                    PIPE_BLENDFACTOR_ONE;<br>
                    +   blend.rt[0].rgb_dst_factor =
                    PIPE_BLENDFACTOR_ONE;<br>
                    +   blend.rt[0].alpha_func = PIPE_BLEND_ADD;<br>
                    +   blend.rt[0].alpha_src_factor =
                    PIPE_BLENDFACTOR_ONE;<br>
                    +   blend.rt[0].alpha_dst_factor =
                    PIPE_BLENDFACTOR_ONE;<br>
                    +   blend.logicop_func = PIPE_LOGICOP_CLEAR;<br>
                    +   blend.rt[0].colormask = PIPE_MASK_RGBA;<br>
                    +   filter->blend =
                    pipe->create_blend_state(pipe, &blend);<br>
                    +   if (!filter->blend)<br>
                    +      goto error_blend;<br>
                    +<br>
                    +   memset(&sampler, 0, sizeof(sampler));<br>
                    +   sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;<br>
                    +   sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;<br>
                    +   sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;<br>
                    +   sampler.min_img_filter =
                    PIPE_TEX_FILTER_NEAREST;<br>
                    +   sampler.min_mip_filter =
                    PIPE_TEX_MIPFILTER_NONE;<br>
                    +   sampler.mag_img_filter =
                    PIPE_TEX_FILTER_NEAREST;<br>
                    +   sampler.compare_mode = PIPE_TEX_COMPARE_NONE;<br>
                    +   sampler.compare_func = PIPE_FUNC_ALWAYS;<br>
                    +   sampler.normalized_coords = 1;<br>
                    +   filter->sampler =
                    pipe->create_sampler_state(pipe, &sampler);<br>
                    +   if (!filter->sampler)<br>
                    +      goto error_sampler;<br>
                    +<br>
                    +   filter->quad = vl_vb_upload_quads(pipe);<br>
                    +   if(!filter->quad.buffer)<br>
                    +      goto error_quad;<br>
                    +<br>
                    +   memset(&ve, 0, sizeof(ve));<br>
                    +   ve.src_offset = 0;<br>
                    +   ve.instance_divisor = 0;<br>
                    +   ve.vertex_buffer_index = 0;<br>
                    +   ve.src_format = PIPE_FORMAT_R32G32_FLOAT;<br>
                    +   filter->ves =
                    pipe->create_vertex_elements_state(pipe, 1,
                    &ve);<br>
                    +   if (!filter->ves)<br>
                    +      goto error_ves;<br>
                    +<br>
                    +   offsets = MALLOC(sizeof(struct vertex2f) *
                    num_offsets);<br>
                    +   if (!offsets)<br>
                    +      goto error_offsets;<br>
                    +<br>
                    +   sizes.x = (float)(size);<br>
                    +   sizes.y = (float)(size);<br>
                    +<br>
                    +   for (v.x = -sizes.x + 1.0f, i = 0; v.x <=
                    sizes.x; v.x += 1.0f)<br>
                    +      for (v.y = -sizes.y + 1.0f; v.y <=
                    sizes.y; v.y += 1.0f)<br>
                    +         offsets[i++] = v;<br>
                    +<br>
                    +   for (i = 0; i < num_offsets; ++i) {<br>
                    +      offsets[i].x /= width;<br>
                    +      offsets[i].y /= height;<br>
                    +   }<br>
                    +<br>
                    +   filter->vs = create_vert_shader(filter);<br>
                    +   if (!filter->vs)<br>
                    +      goto error_vs;<br>
                    +<br>
                    +   filter->fs = create_frag_shader(filter,
                    num_offsets, offsets, size, width, height);<br>
                    +   if (!filter->fs)<br>
                    +      goto error_fs;<br>
                    +<br>
                    +   FREE(offsets);<br>
                    +   return true;<br>
                    +<br>
                    +error_fs:<br>
                    +   pipe->delete_vs_state(pipe, filter->vs);<br>
                    +<br>
                    +error_vs:<br>
                    +   FREE(offsets);<br>
                    +<br>
                    +error_offsets:<br>
                    +   pipe->delete_vertex_elements_state(pipe,
                    filter->ves);<br>
                    +<br>
                    +error_ves:<br>
                    + 
                     pipe_resource_reference(&filter->quad.buffer,
                    NULL);<br>
                    +<br>
                    +error_quad:<br>
                    +   pipe->delete_sampler_state(pipe,
                    filter->sampler);<br>
                    +<br>
                    +error_sampler:<br>
                    +   pipe->delete_blend_state(pipe,
                    filter->blend);<br>
                    +<br>
                    +error_blend:<br>
                    +   pipe->delete_rasterizer_state(pipe,
                    filter->rs_state);<br>
                    +<br>
                    +error_rs_state:<br>
                    +   return false;<br>
                    +}<br>
                    +<br>
                    +void<br>
                    +vl_lanczos_filter_cleanup(struct vl_lanczos_filter
                    *filter)<br>
                    +{<br>
                    +   assert(filter);<br>
                    +<br>
                    + 
                     filter->pipe->delete_sampler_state(filter->pipe,
                    filter->sampler);<br>
                    + 
                     filter->pipe->delete_blend_state(filter->pipe,
                    filter->blend);<br>
                    + 
                     filter->pipe->delete_rasterizer_state(filter->pipe,
                    filter->rs_state);<br>
                    + 
                     filter->pipe->delete_vertex_elements_state(filter->pipe,
                    filter->ves);<br>
                    + 
                     pipe_resource_reference(&filter->quad.buffer,
                    NULL);<br>
                    +<br>
                    + 
                     filter->pipe->delete_vs_state(filter->pipe,
                    filter->vs);<br>
                    + 
                     filter->pipe->delete_fs_state(filter->pipe,
                    filter->fs);<br>
                    +}<br>
                    +<br>
                    +void<br>
                    +vl_lanczos_filter_render(struct vl_lanczos_filter
                    *filter,<br>
                    +                        struct pipe_sampler_view
                    *src,<br>
                    +                        struct pipe_surface *dst,<br>
                    +                        struct u_rect *dst_area,<br>
                    +                        struct u_rect *dst_clip)<br>
                    +{<br>
                    +   struct pipe_viewport_state viewport;<br>
                    +   struct pipe_framebuffer_state fb_state;<br>
                    +   struct pipe_scissor_state scissor;<br>
                    +   union pipe_color_union clear_color;<br>
                    +   struct pipe_transfer *buf_transfer;<br>
                    +   struct pipe_resource *surface_size;<br>
                    +   assert(filter && src && dst);<br>
                    +<br>
                    +   if (dst_clip) {<br>
                    +      scissor.minx = dst_clip->x0;<br>
                    +      scissor.miny = dst_clip->y0;<br>
                    +      scissor.maxx = dst_clip->x1;<br>
                    +      scissor.maxy = dst_clip->y1;<br>
                    +   } else {<br>
                    +      scissor.minx = 0;<br>
                    +      scissor.miny = 0;<br>
                    +      scissor.maxx = dst->width;<br>
                    +      scissor.maxy = dst->height;<br>
                    +   }<br>
                    +<br>
                    +   clear_color.f[0] = clear_color.f[1] = 0.0f;<br>
                    +   clear_color.f[2] = clear_color.f[3] = 0.0f;<br>
                    +   surface_size = pipe_buffer_create<br>
                    +   (<br>
                    +      filter->pipe->screen,<br>
                    +      PIPE_BIND_CONSTANT_BUFFER,<br>
                    +      PIPE_USAGE_DEFAULT,<br>
                    +      2*sizeof(float)<br>
                    +   );<br>
                    +<br>
                    +<br>
                    +   memset(&viewport, 0, sizeof(viewport));<br>
                    +   if(dst_area){<br>
                    +      viewport.scale[0] = dst_area->x1 -
                    dst_area->x0;<br>
                    +      viewport.scale[1] = dst_area->y1 -
                    dst_area->y0;<br>
                    +      viewport.translate[0] = dst_area->x0;<br>
                    +      viewport.translate[1] = dst_area->y0;<br>
                    +   } else {<br>
                    +      viewport.scale[0] = dst->width;<br>
                    +      viewport.scale[1] = dst->height;<br>
                    +   }<br>
                    +   viewport.scale[2] = 1;<br>
                    +<br>
                    +   float *ptr = pipe_buffer_map(filter->pipe,
                    surface_size,<br>
                    +                               PIPE_TRANSFER_WRITE
                    | PIPE_TRANSFER_DISCARD_RANGE,<br>
                    +                               &buf_transfer);<br>
                    +<br>
                    +   ptr[0] = 0.5f/viewport.scale[0];<br>
                    +   ptr[1] = 0.5f/viewport.scale[1];<br>
                    +<br>
                    +   pipe_buffer_unmap(filter->pipe,
                    buf_transfer);<br>
                    +<br>
                    +   memset(&fb_state, 0, sizeof(fb_state));<br>
                    +   fb_state.width = dst->width;<br>
                    +   fb_state.height = dst->height;<br>
                    +   fb_state.nr_cbufs = 1;<br>
                    +   fb_state.cbufs[0] = dst;<br>
                    +<br>
                    + 
                     filter->pipe->set_scissor_states(filter->pipe,
                    0, 1, &scissor);<br>
                    + 
                     filter->pipe->clear_render_target(filter->pipe,
                    dst, &clear_color,<br>
                    +                                     0, 0,
                    dst->width, dst->height);<br>
                    +   pipe_set_constant_buffer(filter->pipe,
                    PIPE_SHADER_FRAGMENT, 0, surface_size);<br>
                    + 
                     filter->pipe->bind_rasterizer_state(filter->pipe,
                    filter->rs_state);<br>
                    + 
                     filter->pipe->bind_blend_state(filter->pipe,
                    filter->blend);<br>
                    + 
                     filter->pipe->bind_sampler_states(filter->pipe,
                    PIPE_SHADER_FRAGMENT,<br>
                    +                                     0, 1,
                    &filter->sampler);<br>
                    + 
                     filter->pipe->set_sampler_views(filter->pipe,
                    PIPE_SHADER_FRAGMENT,<br>
                    +                                   0, 1, &src);<br>
                    + 
                     filter->pipe->bind_vs_state(filter->pipe,
                    filter->vs);<br>
                    + 
                     filter->pipe->bind_fs_state(filter->pipe,
                    filter->fs);<br>
                    + 
                     filter->pipe->set_framebuffer_state(filter->pipe,
                    &fb_state);<br>
                    + 
                     filter->pipe->set_viewport_states(filter->pipe,
                    0, 1, &viewport);<br>
                    + 
                     filter->pipe->set_vertex_buffers(filter->pipe,
                    0, 1, &filter->quad);<br>
                    + 
                     filter->pipe->bind_vertex_elements_state(filter->pipe,
                    filter->ves);<br>
                    +<br>
                    +   util_draw_arrays(filter->pipe,
                    PIPE_PRIM_QUADS, 0, 4);<br>
                    +}<br>
                    diff --git
                    a/src/gallium/auxiliary/vl/vl_lanczos_filter.h
                    b/src/gallium/auxiliary/vl/vl_lanczos_filter.h<br>
                    new file mode 100644<br>
                    index 0000000..cb469aa<br>
                    --- /dev/null<br>
                    +++ b/src/gallium/auxiliary/vl/vl_lanczos_filter.h<br>
                    @@ -0,0 +1,63 @@<br>
+/**************************************************************************<br>
                    + *<br>
                    + * Copyright 2016 Nayan Deshmukh.<br>
                    + * All Rights Reserved.<br>
                    + *<br>
                    + * Permission is hereby granted, free of charge, to
                    any person obtaining a<br>
                    + * copy of this software and associated
                    documentation files (the<br>
                    + * "Software"), to deal in the Software without
                    restriction, including<br>
                    + * without limitation the rights to use, copy,
                    modify, merge, publish,<br>
                    + * distribute, sub license, and/or sell copies of
                    the Software, and to<br>
                    + * permit persons to whom the Software is furnished
                    to do so, subject to<br>
                    + * the following conditions:<br>
                    + *<br>
                    + * The above copyright notice and this permission
                    notice (including the<br>
                    + * next paragraph) shall be included in all copies
                    or substantial portions<br>
                    + * of the Software.<br>
                    + *<br>
                    + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT
                    WARRANTY OF ANY KIND, EXPRESS<br>
                    + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
                    WARRANTIES OF<br>
                    + * MERCHANTABILITY, FITNESS FOR A PARTICULAR
                    PURPOSE AND NON-INFRINGEMENT.<br>
                    + * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE
                    LIABLE FOR<br>
                    + * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
                    IN AN ACTION OF CONTRACT,<br>
                    + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
                    CONNECTION WITH THE<br>
                    + * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
                    SOFTWARE.<br>
                    + *<br>
                    +
**************************************************************************/<br>
                    +<br>
                    +/* implementation of lanczos interpolation filter
                    */<br>
                    +<br>
                    +#ifndef vl_lanczos_filter_h<br>
                    +#define vl_lanczos_filter_h<br>
                    +<br>
                    +#include "pipe/p_state.h"<br>
                    +<br>
                    +struct vl_lanczos_filter<br>
                    +{<br>
                    +   struct pipe_context *pipe;<br>
                    +   struct pipe_vertex_buffer quad;<br>
                    +<br>
                    +   void *rs_state;<br>
                    +   void *blend;<br>
                    +   void *sampler;<br>
                    +   void *ves;<br>
                    +   void *vs, *fs;<br>
                    +};<br>
                    +<br>
                    +bool<br>
                    +vl_lanczos_filter_init(struct vl_lanczos_filter
                    *filter, struct pipe_context *pipe,<br>
                    +                       unsigned size, unsigned
                    width, unsigned height);<br>
                    +<br>
                    +void<br>
                    +vl_lanczos_filter_cleanup(struct vl_lanczos_filter
                    *filter);<br>
                    +<br>
                    +<br>
                    +void<br>
                    +vl_lanczos_filter_render(struct vl_lanczos_filter
                    *filter,<br>
                    +                         struct pipe_sampler_view
                    *src,<br>
                    +                         struct pipe_surface *dst,<br>
                    +                         struct u_rect *dst_area,<br>
                    +                         struct u_rect *dst_clip);<br>
                    +<br>
                    +<br>
                    +#endif /* vl_lanczos_filter_h */<br>
                  </blockquote>
                  <br>
                </div>
              </div>
            </blockquote>
          </div>
          <br>
        </div>
      </div>
    </blockquote>
    <p><br>
    </p>
  </body>
</html>