From b5e5369da5fc50d63a6ece931fac44b555eb0314 Mon Sep 17 00:00:00 2001 From: Keith Whitwell Date: Mon, 12 May 2008 15:20:38 +0100 Subject: draw: add fetch-shade-emit path Enable with TEST_FSE=t. Performs fetch from API-provided vertex buffers, transformation with one of three (two working) hard-coded shaders, and final emit to hardware vertices all in a single pass. Currently only really useful for profiling in conjunction with SP_NO_RAST=t. --- src/gallium/auxiliary/draw/Makefile | 1 + src/gallium/auxiliary/draw/draw_private.h | 3 + src/gallium/auxiliary/draw/draw_pt.c | 25 +- src/gallium/auxiliary/draw/draw_pt.h | 3 + .../auxiliary/draw/draw_pt_fetch_shade_emit.c | 714 +++++++++++++++++++++ 5 files changed, 742 insertions(+), 4 deletions(-) create mode 100644 src/gallium/auxiliary/draw/draw_pt_fetch_shade_emit.c diff --git a/src/gallium/auxiliary/draw/Makefile b/src/gallium/auxiliary/draw/Makefile index da7eded21f..68e7744cc5 100644 --- a/src/gallium/auxiliary/draw/Makefile +++ b/src/gallium/auxiliary/draw/Makefile @@ -26,6 +26,7 @@ C_SOURCES = \ draw_pt_emit.c \ draw_pt_fetch.c \ draw_pt_fetch_emit.c \ + draw_pt_fetch_shade_emit.c \ draw_pt_fetch_shade_pipeline.c \ draw_pt_post_vs.c \ draw_pt_varray.c \ diff --git a/src/gallium/auxiliary/draw/draw_private.h b/src/gallium/auxiliary/draw/draw_private.h index e036d498b8..cbe64cd290 100644 --- a/src/gallium/auxiliary/draw/draw_private.h +++ b/src/gallium/auxiliary/draw/draw_private.h @@ -124,12 +124,14 @@ struct draw_context struct { struct { struct draw_pt_middle_end *fetch_emit; + /*struct draw_pt_middle_end *fetch_shade_emit;*/ struct draw_pt_middle_end *general; } middle; struct { struct draw_pt_front_end *vcache; struct draw_pt_front_end *varray; + struct draw_pt_front_end *fetch_shade_emit; /* temp hack */ } front; struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS]; @@ -154,6 +156,7 @@ struct draw_context const void *constants; } user; + boolean test_fse; } pt; struct { diff --git a/src/gallium/auxiliary/draw/draw_pt.c b/src/gallium/auxiliary/draw/draw_pt.c index bccde6c5fd..448deef98c 100644 --- a/src/gallium/auxiliary/draw/draw_pt.c +++ b/src/gallium/auxiliary/draw/draw_pt.c @@ -64,7 +64,7 @@ draw_pt_arrays(struct draw_context *draw, opt |= PT_PIPELINE; } - if (!draw->bypass_clipping) { + if (!draw->bypass_clipping && !draw->pt.test_fse) { opt |= PT_CLIPTEST; } @@ -72,16 +72,20 @@ draw_pt_arrays(struct draw_context *draw, opt |= PT_SHADE; } - if (opt) - middle = draw->pt.middle.general; - else + + if (opt == 0) middle = draw->pt.middle.fetch_emit; + else + middle = draw->pt.middle.general; /* Pick the right frontend */ if (draw->pt.user.elts) { frontend = draw->pt.front.vcache; + } else if (opt == PT_SHADE && draw->pt.test_fse) { + /* should be a middle end.. */ + frontend = draw->pt.front.fetch_shade_emit; } else { frontend = draw->pt.front.varray; } @@ -113,6 +117,14 @@ boolean draw_pt_init( struct draw_context *draw ) if (!draw->pt.middle.fetch_emit) return FALSE; + draw->pt.test_fse = GETENV("DRAW_FSE") != NULL; + if (draw->pt.test_fse) { + draw->pt.front.fetch_shade_emit = draw_pt_fetch_shade_emit( draw ); + if (!draw->pt.front.fetch_shade_emit) + return FALSE; + } + + draw->pt.middle.general = draw_pt_fetch_pipeline_or_emit( draw ); if (!draw->pt.middle.general) return FALSE; @@ -133,6 +145,11 @@ void draw_pt_destroy( struct draw_context *draw ) draw->pt.middle.fetch_emit = NULL; } + if (draw->pt.front.fetch_shade_emit) { + draw->pt.front.fetch_shade_emit->destroy( draw->pt.front.fetch_shade_emit ); + draw->pt.front.fetch_shade_emit = NULL; + } + if (draw->pt.front.vcache) { draw->pt.front.vcache->destroy( draw->pt.front.vcache ); draw->pt.front.vcache = NULL; diff --git a/src/gallium/auxiliary/draw/draw_pt.h b/src/gallium/auxiliary/draw/draw_pt.h index 312fdbe4f4..bcd89f6bd6 100644 --- a/src/gallium/auxiliary/draw/draw_pt.h +++ b/src/gallium/auxiliary/draw/draw_pt.h @@ -121,6 +121,8 @@ const void *draw_pt_elt_ptr( struct draw_context *draw, struct draw_pt_front_end *draw_pt_vcache( struct draw_context *draw ); struct draw_pt_front_end *draw_pt_varray(struct draw_context *draw); +struct draw_pt_front_end *draw_pt_fetch_shade_emit( struct draw_context *draw ); + /* Middle-ends: * * Currently one general-purpose case which can do all possibilities, @@ -132,6 +134,7 @@ struct draw_pt_front_end *draw_pt_varray(struct draw_context *draw); * vertex_elements. */ struct draw_pt_middle_end *draw_pt_fetch_emit( struct draw_context *draw ); +//struct draw_pt_middle_end *draw_pt_fetch_shade_emit( struct draw_context *draw ); struct draw_pt_middle_end *draw_pt_fetch_pipeline_or_emit(struct draw_context *draw); diff --git a/src/gallium/auxiliary/draw/draw_pt_fetch_shade_emit.c b/src/gallium/auxiliary/draw/draw_pt_fetch_shade_emit.c new file mode 100644 index 0000000000..9e1d1add36 --- /dev/null +++ b/src/gallium/auxiliary/draw/draw_pt_fetch_shade_emit.c @@ -0,0 +1,714 @@ +/************************************************************************** + * + * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. + * All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the + * "Software"), to deal in the Software without restriction, including + * without limitation the rights to use, copy, modify, merge, publish, + * distribute, sub license, and/or sell copies of the Software, and to + * permit persons to whom the Software is furnished to do so, subject to + * the following conditions: + * + * The above copyright notice and this permission notice (including the + * next paragraph) shall be included in all copies or substantial portions + * of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. + * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR + * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE + * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + **************************************************************************/ + + /* + * Authors: + * Keith Whitwell + */ + + +#include "pipe/p_util.h" +#include "draw/draw_context.h" +#include "draw/draw_private.h" +#include "draw/draw_vbuf.h" +#include "draw/draw_vertex.h" +#include "draw/draw_pt.h" +#include "draw/draw_vs.h" + +#include "translate/translate.h" + +struct fetch_shade_emit; + +struct fse_shader { + struct translate_key key; + + void (*run_linear)( const struct fetch_shade_emit *fse, + unsigned start, + unsigned count, + char *buffer ); +}; + +/* Prototype fetch, shade, emit-hw-verts all in one go. + */ +struct fetch_shade_emit { + struct draw_pt_front_end base; + + struct draw_context *draw; + + struct translate_key key; + + /* Temporaries: + */ + const float *constants; + unsigned pitch[PIPE_MAX_ATTRIBS]; + const ubyte *src[PIPE_MAX_ATTRIBS]; + unsigned prim; + + /* Points to one of the three hardwired example shaders, below: + */ + struct fse_shader *active; + + /* Temporary: A list of hard-wired shaders. Of course the plan + * would be to generate these for a given (vertex-shader, + * translate-key) pair... + */ + struct fse_shader shader[10]; + int nr_shaders; +}; + + + +/* Not quite passthrough yet -- we're still running the 'shader' here, + * inlined into the vertex fetch function. + */ +static void fetch_xyz_rgb_st( const struct fetch_shade_emit *fse, + unsigned start, + unsigned count, + char *buffer ) +{ + unsigned i; + + const float *m = fse->constants; + const float m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12]; + const float m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13]; + const float m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14]; + const float m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15]; + + const ubyte *xyz = fse->src[0] + start * fse->pitch[0]; + const ubyte *st = fse->src[2] + start * fse->pitch[2]; + + float *out = (float *)buffer; + + + assert(fse->pitch[1] == 0); + + /* loop over vertex attributes (vertex shader inputs) + */ + for (i = 0; i < count; i++) { + { + const float *in = (const float *)xyz; + const float ix = in[0], iy = in[1], iz = in[2]; + + out[0] = m0 * ix + m4 * iy + m8 * iz + m12; + out[1] = m1 * ix + m5 * iy + m9 * iz + m13; + out[2] = m2 * ix + m6 * iy + m10 * iz + m14; + out[3] = m3 * ix + m7 * iy + m11 * iz + m15; + xyz += fse->pitch[0]; + } + + { + out[4] = 1.0f; + out[5] = 1.0f; + out[6] = 1.0f; + out[7] = 1.0f; + } + + { + const float *in = (const float *)st; st += fse->pitch[2]; + out[8] = in[0]; + out[9] = in[1]; + out[10] = 0.0f; + out[11] = 1.0f; + } + + out += 12; + } +} + + + +static void fetch_xyz_rgb( const struct fetch_shade_emit *fse, + unsigned start, + unsigned count, + char *buffer ) +{ + unsigned i; + + const float *m = (const float *)fse->constants; + const float m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12]; + const float m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13]; + const float m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14]; + const float m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15]; + + const ubyte *xyz = fse->src[0] + start * fse->pitch[0]; + const ubyte *rgb = fse->src[1] + start * fse->pitch[1]; + + float *out = (float *)buffer; + +// debug_printf("rgb %f %f %f\n", rgb[0], rgb[1], rgb[2]); + + + for (i = 0; i < count; i++) { + { + const float *in = (const float *)xyz; + const float ix = in[0], iy = in[1], iz = in[2]; + + out[0] = m0 * ix + m4 * iy + m8 * iz + m12; + out[1] = m1 * ix + m5 * iy + m9 * iz + m13; + out[2] = m2 * ix + m6 * iy + m10 * iz + m14; + out[3] = m3 * ix + m7 * iy + m11 * iz + m15; + xyz += fse->pitch[0]; + } + + { + const float *in = (const float *)rgb; + out[4] = in[0]; + out[5] = in[1]; + out[6] = in[2]; + out[7] = 1.0f; + rgb += fse->pitch[1]; + } + + out += 8; + } +} + + + + +static void fetch_xyz_rgb_psiz( const struct fetch_shade_emit *fse, + unsigned start, + unsigned count, + char *buffer ) +{ + unsigned i; + + const float *m = (const float *)fse->constants; + const float m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12]; + const float m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13]; + const float m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14]; + const float m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15]; + + const ubyte *xyz = fse->src[0] + start * fse->pitch[0]; + const float *rgb = (const float *)(fse->src[1] + start * fse->pitch[1]); + const float psiz = 1.0; + + float *out = (float *)buffer; + + + assert(fse->pitch[1] == 0); + + for (i = 0; i < count; i++) { + { + const float *in = (const float *)xyz; + const float ix = in[0], iy = in[1], iz = in[2]; + + out[0] = m0 * ix + m4 * iy + m8 * iz + m12; + out[1] = m1 * ix + m5 * iy + m9 * iz + m13; + out[2] = m2 * ix + m6 * iy + m10 * iz + m14; + out[3] = m3 * ix + m7 * iy + m11 * iz + m15; + xyz += fse->pitch[0]; + } + + { + out[4] = rgb[0]; + out[5] = rgb[1]; + out[6] = rgb[2]; + out[7] = 1.0f; + } + + { + out[8] = psiz; + } + + out += 9; + } +} + + + + +static boolean set_prim( struct fetch_shade_emit *fse, + unsigned prim, + unsigned count ) +{ + struct draw_context *draw = fse->draw; + + fse->prim = prim; + + switch (prim) { + case PIPE_PRIM_LINE_LOOP: + if (count > 1024) + return FALSE; + draw->render->set_primitive( draw->render, PIPE_PRIM_LINE_STRIP ); + break; + + case PIPE_PRIM_TRIANGLE_FAN: + case PIPE_PRIM_POLYGON: + if (count > 1024) + return FALSE; + draw->render->set_primitive( draw->render, prim ); + break; + + case PIPE_PRIM_QUADS: + case PIPE_PRIM_QUAD_STRIP: + draw->render->set_primitive( draw->render, PIPE_PRIM_TRIANGLES ); + break; + + default: + draw->render->set_primitive( draw->render, prim ); + break; + } + + return TRUE; +} + + + + + + +static void fse_prepare( struct draw_pt_front_end *fe, + unsigned prim, + struct draw_pt_middle_end *unused, + unsigned opt ) +{ + struct fetch_shade_emit *fse = (struct fetch_shade_emit *)fe; + struct draw_context *draw = fse->draw; + unsigned num_vs_inputs = draw->vertex_shader->info.num_inputs; + unsigned num_vs_outputs = draw->vertex_shader->info.num_outputs; + const struct vertex_info *vinfo; + unsigned i; + boolean need_psize = 0; + + + if (draw->pt.user.elts) { + assert(0); + return ; + } + + if (!set_prim(fse, prim, /*count*/1022 )) { + assert(0); + return ; + } + + /* Must do this after set_primitive() above: + */ + vinfo = draw->render->get_vertex_info(draw->render); + + + + fse->key.nr_elements = MAX2(num_vs_outputs, /* outputs - translate to hw format */ + num_vs_inputs); /* inputs - fetch from api format */ + + fse->key.output_stride = vinfo->size * 4; + memset(fse->key.element, 0, + fse->key.nr_elements * sizeof(fse->key.element[0])); + + for (i = 0; i < num_vs_inputs; i++) { + const struct pipe_vertex_element *src = &draw->pt.vertex_element[i]; + fse->key.element[i].input_format = src->src_format; + + /* Consider ignoring these at this point, ie make generated + * programs independent of this state: + */ + fse->key.element[i].input_buffer = 0; //src->vertex_buffer_index; + fse->key.element[i].input_offset = 0; //src->src_offset; + } + + + { + unsigned dst_offset = 0; + + for (i = 0; i < vinfo->num_attribs; i++) { + unsigned emit_sz = 0; + unsigned output_format = PIPE_FORMAT_NONE; + unsigned vs_output = vinfo->src_index[i]; + + switch (vinfo->emit[i]) { + case EMIT_4F: + output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; + emit_sz = 4 * sizeof(float); + break; + case EMIT_3F: + output_format = PIPE_FORMAT_R32G32B32_FLOAT; + emit_sz = 3 * sizeof(float); + break; + case EMIT_2F: + output_format = PIPE_FORMAT_R32G32_FLOAT; + emit_sz = 2 * sizeof(float); + break; + case EMIT_1F: + output_format = PIPE_FORMAT_R32_FLOAT; + emit_sz = 1 * sizeof(float); + break; + case EMIT_1F_PSIZE: + need_psize = 1; + output_format = PIPE_FORMAT_R32_FLOAT; + emit_sz = 1 * sizeof(float); + vs_output = num_vs_outputs + 1; + + break; + default: + assert(0); + break; + } + + /* The elements in the key correspond to vertex shader output + * numbers, not to positions in the hw vertex description -- + * that's handled by the output_offset field. + */ + fse->key.element[vs_output].output_format = output_format; + fse->key.element[vs_output].output_offset = dst_offset; + + dst_offset += emit_sz; + assert(fse->key.output_stride >= dst_offset); + } + } + + /* To make psize work, really need to tell the vertex shader to + * copy that value from input->output. For 'translate' this was + * implicit for all elements. + */ +#if 0 + if (need_psize) { + unsigned input = num_vs_inputs + 1; + const struct pipe_vertex_element *src = &draw->pt.vertex_element[i]; + fse->key.element[i].input_format = PIPE_FORMAT_R32_FLOAT; + fse->key.element[i].input_buffer = 0; //nr_buffers + 1; + fse->key.element[i].input_offset = 0; + + fse->key.nr_elements += 1; + + } +#endif + + fse->constants = draw->pt.user.constants; + + /* Would normally look up a vertex shader and peruse its list of + * varients somehow. We omitted that step and put all the + * hardcoded "shaders" into an array. We're just making the + * assumption that this happens to be a matching shader... ie + * you're running isosurf, aren't you? + */ + fse->active = NULL; + for (i = 0; i < fse->nr_shaders; i++) { + if (translate_key_compare( &fse->key, &fse->shader[i].key) == 0) + fse->active = &fse->shader[i]; + } + + if (!fse->active) { + assert(0); + return ; + } + + /* Now set buffer pointers: + */ + for (i = 0; i < num_vs_inputs; i++) { + unsigned buf = draw->pt.vertex_element[i].vertex_buffer_index; + + fse->src[i] = ((const ubyte *) draw->pt.user.vbuffer[buf] + + draw->pt.vertex_buffer[buf].buffer_offset + + draw->pt.vertex_element[i].src_offset); + + fse->pitch[i] = draw->pt.vertex_buffer[buf].pitch; + + } + + + //return TRUE; +} + + +static boolean split_prim_inplace(unsigned prim, unsigned *first, unsigned *incr) +{ + switch (prim) { + case PIPE_PRIM_POINTS: + *first = 1; + *incr = 1; + return TRUE; + case PIPE_PRIM_LINES: + *first = 2; + *incr = 2; + return TRUE; + case PIPE_PRIM_LINE_STRIP: + *first = 2; + *incr = 1; + return TRUE; + case PIPE_PRIM_TRIANGLES: + *first = 3; + *incr = 3; + return TRUE; + case PIPE_PRIM_TRIANGLE_STRIP: + *first = 3; + *incr = 1; + return TRUE; + case PIPE_PRIM_QUADS: + *first = 4; + *incr = 4; + return TRUE; + case PIPE_PRIM_QUAD_STRIP: + *first = 4; + *incr = 2; + return TRUE; + default: + *first = 0; + *incr = 1; /* set to one so that count % incr works */ + return FALSE; + } +} + + + + +#define INDEX(i) (start + (i)) +static void fse_render_linear( struct vbuf_render *render, + unsigned prim, + unsigned start, + unsigned length ) +{ + ushort *tmp = NULL; + unsigned i, j; + + switch (prim) { + case PIPE_PRIM_LINE_LOOP: + tmp = MALLOC( sizeof(ushort) * (length + 1) ); + + for (i = 0; i < length; i++) + tmp[i] = INDEX(i); + tmp[length] = 0; + + render->draw( render, + tmp, + length+1 ); + break; + + + case PIPE_PRIM_QUAD_STRIP: + tmp = MALLOC( sizeof(ushort) * (length / 2 * 6) ); + + for (j = i = 0; i + 3 < length; i += 2, j += 6) { + tmp[j+0] = INDEX(i+0); + tmp[j+1] = INDEX(i+1); + tmp[j+2] = INDEX(i+3); + + tmp[j+3] = INDEX(i+2); + tmp[j+4] = INDEX(i+0); + tmp[j+5] = INDEX(i+3); + } + + if (j) + render->draw( render, tmp, j ); + break; + + case PIPE_PRIM_QUADS: + tmp = MALLOC( sizeof(int) * (length / 4 * 6) ); + + for (j = i = 0; i + 3 < length; i += 4, j += 6) { + tmp[j+0] = INDEX(i+0); + tmp[j+1] = INDEX(i+1); + tmp[j+2] = INDEX(i+3); + + tmp[j+3] = INDEX(i+1); + tmp[j+4] = INDEX(i+2); + tmp[j+5] = INDEX(i+3); + } + + if (j) + render->draw( render, tmp, j ); + break; + + default: + render->draw_arrays( render, + start, + length ); + break; + } + + if (tmp) + FREE(tmp); +} + + + +static boolean do_draw( struct fetch_shade_emit *fse, + unsigned start, unsigned count ) +{ + struct draw_context *draw = fse->draw; + + char *hw_verts = + draw->render->allocate_vertices( draw->render, + (ushort)fse->key.output_stride, + (ushort)count ); + + if (!hw_verts) + return FALSE; + + /* Single routine to fetch vertices, run shader and emit HW verts. + * Clipping and viewport transformation are done on hardware. + */ + fse->active->run_linear( fse, + start, count, + hw_verts ); + + /* Draw arrays path to avoid re-emitting index list again and + * again. + */ + fse_render_linear( draw->render, + fse->prim, + 0, + count ); + + + draw->render->release_vertices( draw->render, + hw_verts, + fse->key.output_stride, + count ); + + return TRUE; +} + + +static void +fse_run(struct draw_pt_front_end *fe, + pt_elt_func elt_func, + const void *elt_ptr, + unsigned count) +{ + struct fetch_shade_emit *fse = (struct fetch_shade_emit *)fe; + unsigned i = 0; + unsigned first, incr; + unsigned start = elt_func(elt_ptr, 0); + + //debug_printf("%s prim %d start %d count %d\n", __FUNCTION__, prim, start, count); + + split_prim_inplace(fse->prim, &first, &incr); + + count -= (count - first) % incr; + + while (i + first <= count) { + int nr = MIN2( count - i, 1024 ); + + /* snap to prim boundary + */ + nr -= (nr - first) % incr; + + if (!do_draw( fse, start + i, nr )) { + assert(0); + return ; + } + + /* increment allowing for repeated vertices + */ + i += nr - (first - incr); + } + + //return TRUE; +} + + +static void fse_finish( struct draw_pt_front_end *frontend ) +{ +} + + +static void +fse_destroy( struct draw_pt_front_end *frontend ) +{ + FREE(frontend); +} + +struct draw_pt_front_end *draw_pt_fetch_shade_emit( struct draw_context *draw ) +{ + struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit); + if (!fse) + return NULL; + + fse->base.prepare = fse_prepare; + fse->base.run = fse_run; + fse->base.finish = fse_finish; + fse->base.destroy = fse_destroy; + fse->draw = draw; + + fse->shader[0].run_linear = fetch_xyz_rgb_st; + fse->shader[0].key.nr_elements = 3; + fse->shader[0].key.output_stride = 12 * sizeof(float); + + fse->shader[0].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT; + fse->shader[0].key.element[0].input_buffer = 0; + fse->shader[0].key.element[0].input_offset = 0; + fse->shader[0].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; + fse->shader[0].key.element[0].output_offset = 0; + + fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT; + fse->shader[0].key.element[1].input_buffer = 0; + fse->shader[0].key.element[1].input_offset = 0; + fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; + fse->shader[0].key.element[1].output_offset = 16; + + fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32_FLOAT; + fse->shader[0].key.element[1].input_buffer = 0; + fse->shader[0].key.element[1].input_offset = 0; + fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; + fse->shader[0].key.element[1].output_offset = 32; + + fse->shader[1].run_linear = fetch_xyz_rgb; + fse->shader[1].key.nr_elements = 2; + fse->shader[1].key.output_stride = 8 * sizeof(float); + + fse->shader[1].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT; + fse->shader[1].key.element[0].input_buffer = 0; + fse->shader[1].key.element[0].input_offset = 0; + fse->shader[1].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; + fse->shader[1].key.element[0].output_offset = 0; + + fse->shader[1].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT; + fse->shader[1].key.element[1].input_buffer = 0; + fse->shader[1].key.element[1].input_offset = 0; + fse->shader[1].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; + fse->shader[1].key.element[1].output_offset = 16; + + fse->shader[2].run_linear = fetch_xyz_rgb_psiz; + fse->shader[2].key.nr_elements = 3; + fse->shader[2].key.output_stride = 9 * sizeof(float); + + fse->shader[2].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT; + fse->shader[2].key.element[0].input_buffer = 0; + fse->shader[2].key.element[0].input_offset = 0; + fse->shader[2].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; + fse->shader[2].key.element[0].output_offset = 0; + + fse->shader[2].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT; + fse->shader[2].key.element[1].input_buffer = 0; + fse->shader[2].key.element[1].input_offset = 0; + fse->shader[2].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; + fse->shader[2].key.element[1].output_offset = 16; + + /* psize is special + * -- effectively add it here as another input!?! + * -- who knows how to add it as a buffer? + */ + fse->shader[2].key.element[2].input_format = PIPE_FORMAT_R32_FLOAT; + fse->shader[2].key.element[2].input_buffer = 0; + fse->shader[2].key.element[2].input_offset = 0; + fse->shader[2].key.element[2].output_format = PIPE_FORMAT_R32_FLOAT; + fse->shader[2].key.element[2].output_offset = 32; + + fse->nr_shaders = 3; + + return &fse->base; +} -- cgit v1.2.3