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draw: remove dead file
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1 changed files with 0 additions and 705 deletions
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/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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#include "pipe/p_util.h"
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#include "draw/draw_context.h"
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#include "draw/draw_private.h"
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#include "draw/draw_vbuf.h"
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#include "draw/draw_vertex.h"
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#include "draw/draw_pt.h"
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#include "draw/draw_vs.h"
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#include "translate/translate.h"
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struct fetch_shade_emit;
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struct fse_shader {
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struct translate_key key;
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void (*run_linear)( const struct fetch_shade_emit *fse,
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unsigned start,
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unsigned count,
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char *buffer );
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void (*run_elts)( const struct fetch_shade_emit *fse,
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const unsigned *fetch_elts,
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unsigned fetch_count,
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char *buffer );
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};
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/* Prototype fetch, shade, emit-hw-verts all in one go.
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*/
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struct fetch_shade_emit {
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struct draw_pt_middle_end base;
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struct draw_context *draw;
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struct translate_key key;
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/* Temporaries:
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*/
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const float *constants;
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unsigned pitch[PIPE_MAX_ATTRIBS];
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const ubyte *src[PIPE_MAX_ATTRIBS];
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unsigned prim;
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/* Points to one of the three hardwired example shaders, below:
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*/
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struct fse_shader *active;
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/* Temporary: A list of hard-wired shaders. Of course the plan
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* would be to generate these for a given (vertex-shader,
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* translate-key) pair...
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*/
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struct fse_shader shader[10];
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int nr_shaders;
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};
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/* Not quite passthrough yet -- we're still running the 'shader' here,
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* inlined into the vertex fetch function.
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*/
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static void shader0_run_linear( const struct fetch_shade_emit *fse,
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unsigned start,
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unsigned count,
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char *buffer )
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{
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unsigned i;
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const float *m = fse->constants;
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const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
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const ubyte *rgb = fse->src[1] + start * fse->pitch[1];
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const ubyte *st = fse->src[2] + start * fse->pitch[2];
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float *out = (float *)buffer;
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/* loop over vertex attributes (vertex shader inputs)
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*/
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for (i = 0; i < count; i++) {
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{
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const float *in = (const float *)xyz;
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const float ix = in[0], iy = in[1], iz = in[2];
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out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
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out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
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out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
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out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
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xyz += fse->pitch[0];
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}
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{
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const float *in = (const float *)rgb;
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out[4] = in[0];
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out[5] = in[1];
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out[6] = in[2];
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out[7] = 1.0f;
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rgb += fse->pitch[1];
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}
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{
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const float *in = (const float *)st;
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out[8] = in[0];
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out[9] = in[1];
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out[10] = 0.0f;
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out[11] = 1.0f;
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st += fse->pitch[2];
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}
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out += 12;
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}
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}
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static void shader1_run_linear( const struct fetch_shade_emit *fse,
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unsigned start,
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unsigned count,
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char *buffer )
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{
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unsigned i;
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const float *m = (const float *)fse->constants;
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const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
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const ubyte *rgb = fse->src[1] + start * fse->pitch[1];
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float *out = (float *)buffer;
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// debug_printf("rgb %f %f %f\n", rgb[0], rgb[1], rgb[2]);
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for (i = 0; i < count; i++) {
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{
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const float *in = (const float *)xyz;
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const float ix = in[0], iy = in[1], iz = in[2];
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out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
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out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
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out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
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out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
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xyz += fse->pitch[0];
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}
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{
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const float *in = (const float *)rgb;
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out[4] = in[0];
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out[5] = in[1];
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out[6] = in[2];
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out[7] = 1.0f;
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rgb += fse->pitch[1];
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}
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out += 8;
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}
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}
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static void shader2_run_linear( const struct fetch_shade_emit *fse,
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unsigned start,
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unsigned count,
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char *buffer )
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{
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unsigned i;
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const float *m = (const float *)fse->constants;
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const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
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const ubyte *rgb = fse->src[1] + start * fse->pitch[1];
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const float psiz = 1.0;
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float *out = (float *)buffer;
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assert(fse->pitch[1] == 0);
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for (i = 0; i < count; i++) {
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{
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const float *in = (const float *)xyz;
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const float ix = in[0], iy = in[1], iz = in[2];
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out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
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out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
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out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
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out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
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xyz += fse->pitch[0];
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}
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{
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const float *in = (const float *)rgb;
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out[4] = in[0];
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out[5] = in[1];
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out[6] = in[2];
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out[7] = 1.0f;
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rgb += fse->pitch[1];
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}
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{
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out[8] = psiz;
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}
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out += 9;
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}
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}
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static void shader0_run_elts( const struct fetch_shade_emit *fse,
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const unsigned *elts,
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unsigned count,
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char *buffer )
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{
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unsigned i;
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const float *m = fse->constants;
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float *out = (float *)buffer;
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/* loop over vertex attributes (vertex shader inputs)
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*/
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for (i = 0; i < count; i++) {
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unsigned elt = elts[i];
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{
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const ubyte *xyz = fse->src[0] + elt * fse->pitch[0];
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const float *in = (const float *)xyz;
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const float ix = in[0], iy = in[1], iz = in[2];
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out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
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out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
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out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
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out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
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}
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{
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const ubyte *rgb = fse->src[1] + elt * fse->pitch[1];
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const float *in = (const float *)rgb;
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out[4] = in[0];
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out[5] = in[1];
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out[6] = in[2];
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out[7] = 1.0f;
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}
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{
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const ubyte *st = fse->src[2] + elt * fse->pitch[2];
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const float *in = (const float *)st;
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out[8] = in[0];
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out[9] = in[1];
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out[10] = 0.0f;
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out[11] = 1.0f;
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}
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out += 12;
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}
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}
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static void shader1_run_elts( const struct fetch_shade_emit *fse,
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const unsigned *elts,
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unsigned count,
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char *buffer )
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{
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unsigned i;
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const float *m = (const float *)fse->constants;
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float *out = (float *)buffer;
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for (i = 0; i < count; i++) {
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unsigned elt = elts[i];
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{
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const ubyte *xyz = fse->src[0] + elt * fse->pitch[0];
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const float *in = (const float *)xyz;
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const float ix = in[0], iy = in[1], iz = in[2];
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out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
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out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
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out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
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out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
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xyz += fse->pitch[0];
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}
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{
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const ubyte *rgb = fse->src[1] + elt * fse->pitch[1];
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const float *in = (const float *)rgb;
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out[4] = in[0];
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out[5] = in[1];
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out[6] = in[2];
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out[7] = 1.0f;
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rgb += fse->pitch[1];
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}
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out += 8;
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}
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}
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static void shader2_run_elts( const struct fetch_shade_emit *fse,
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const unsigned *elts,
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unsigned count,
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char *buffer )
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{
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unsigned i;
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const float *m = (const float *)fse->constants;
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const float psiz = 1.0;
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float *out = (float *)buffer;
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for (i = 0; i < count; i++) {
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unsigned elt = elts[i];
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{
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const ubyte *xyz = fse->src[0] + elt * fse->pitch[0];
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const float *in = (const float *)xyz;
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const float ix = in[0], iy = in[1], iz = in[2];
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out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
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out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
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out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
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out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
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}
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{
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const ubyte *rgb = fse->src[1] + elt * fse->pitch[1];
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out[4] = rgb[0];
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out[5] = rgb[1];
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out[6] = rgb[2];
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out[7] = 1.0f;
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}
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{
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out[8] = psiz;
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}
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out += 9;
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}
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}
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static void fse_prepare( struct draw_pt_middle_end *middle,
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unsigned prim,
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unsigned opt )
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{
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struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
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struct draw_context *draw = fse->draw;
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unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
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unsigned num_vs_outputs = draw->vs.vertex_shader->info.num_outputs;
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const struct vertex_info *vinfo;
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unsigned i;
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boolean need_psize = 0;
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if (draw->pt.user.elts) {
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assert(0);
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return ;
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}
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if (!draw->render->set_primitive( draw->render,
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prim )) {
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assert(0);
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return;
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}
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/* Must do this after set_primitive() above:
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*/
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vinfo = draw->render->get_vertex_info(draw->render);
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fse->key.nr_elements = MAX2(num_vs_outputs, /* outputs - translate to hw format */
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num_vs_inputs); /* inputs - fetch from api format */
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fse->key.output_stride = vinfo->size * 4;
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memset(fse->key.element, 0,
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fse->key.nr_elements * sizeof(fse->key.element[0]));
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for (i = 0; i < num_vs_inputs; i++) {
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const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
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fse->key.element[i].input_format = src->src_format;
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/* Consider ignoring these at this point, ie make generated
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* programs independent of this state:
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*/
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fse->key.element[i].input_buffer = 0; //src->vertex_buffer_index;
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fse->key.element[i].input_offset = 0; //src->src_offset;
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}
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{
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unsigned dst_offset = 0;
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for (i = 0; i < vinfo->num_attribs; i++) {
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unsigned emit_sz = 0;
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unsigned output_format = PIPE_FORMAT_NONE;
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unsigned vs_output = vinfo->src_index[i];
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switch (vinfo->emit[i]) {
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case EMIT_4F:
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output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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emit_sz = 4 * sizeof(float);
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break;
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case EMIT_3F:
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output_format = PIPE_FORMAT_R32G32B32_FLOAT;
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emit_sz = 3 * sizeof(float);
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break;
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case EMIT_2F:
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output_format = PIPE_FORMAT_R32G32_FLOAT;
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emit_sz = 2 * sizeof(float);
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break;
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case EMIT_1F:
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output_format = PIPE_FORMAT_R32_FLOAT;
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emit_sz = 1 * sizeof(float);
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break;
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case EMIT_1F_PSIZE:
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need_psize = 1;
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output_format = PIPE_FORMAT_R32_FLOAT;
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emit_sz = 1 * sizeof(float);
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vs_output = num_vs_outputs + 1;
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break;
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default:
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assert(0);
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break;
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}
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/* The elements in the key correspond to vertex shader output
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* numbers, not to positions in the hw vertex description --
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* that's handled by the output_offset field.
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*/
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fse->key.element[vs_output].output_format = output_format;
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fse->key.element[vs_output].output_offset = dst_offset;
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dst_offset += emit_sz;
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assert(fse->key.output_stride >= dst_offset);
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}
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}
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/* To make psize work, really need to tell the vertex shader to
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* copy that value from input->output. For 'translate' this was
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* implicit for all elements.
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*/
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#if 0
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if (need_psize) {
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unsigned input = num_vs_inputs + 1;
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const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
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fse->key.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
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fse->key.element[i].input_buffer = 0; //nr_buffers + 1;
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fse->key.element[i].input_offset = 0;
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fse->key.nr_elements += 1;
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}
|
||||
#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 void fse_run_linear( struct draw_pt_middle_end *middle,
|
||||
unsigned start,
|
||||
unsigned count )
|
||||
{
|
||||
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
|
||||
struct draw_context *draw = fse->draw;
|
||||
|
||||
char *hw_verts;
|
||||
|
||||
/* XXX: need to flush to get prim_vbuf.c to release its allocation??
|
||||
*/
|
||||
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
|
||||
|
||||
hw_verts = draw->render->allocate_vertices( draw->render,
|
||||
(ushort)fse->key.output_stride,
|
||||
(ushort)count );
|
||||
|
||||
if (!hw_verts) {
|
||||
assert(0);
|
||||
return;
|
||||
}
|
||||
|
||||
/* Single routine to fetch vertices, run shader and emit HW verts.
|
||||
* Clipping and viewport transformation are done elsewhere --
|
||||
* either by the API or on hardware, or for some other reason not
|
||||
* required...
|
||||
*/
|
||||
fse->active->run_linear( fse,
|
||||
start, count,
|
||||
hw_verts );
|
||||
|
||||
/* Draw arrays path to avoid re-emitting index list again and
|
||||
* again.
|
||||
*/
|
||||
draw->render->draw_arrays( draw->render,
|
||||
0,
|
||||
count );
|
||||
|
||||
|
||||
draw->render->release_vertices( draw->render,
|
||||
hw_verts,
|
||||
fse->key.output_stride,
|
||||
count );
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
fse_run(struct draw_pt_middle_end *middle,
|
||||
const unsigned *fetch_elts,
|
||||
unsigned fetch_count,
|
||||
const ushort *draw_elts,
|
||||
unsigned draw_count )
|
||||
{
|
||||
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
|
||||
struct draw_context *draw = fse->draw;
|
||||
void *hw_verts;
|
||||
|
||||
/* XXX: need to flush to get prim_vbuf.c to release its allocation??
|
||||
*/
|
||||
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
|
||||
|
||||
hw_verts = draw->render->allocate_vertices( draw->render,
|
||||
(ushort)fse->key.output_stride,
|
||||
(ushort)fetch_count );
|
||||
if (!hw_verts) {
|
||||
assert(0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
/* Single routine to fetch vertices, run shader and emit HW verts.
|
||||
*/
|
||||
fse->active->run_elts( fse,
|
||||
fetch_elts,
|
||||
fetch_count,
|
||||
hw_verts );
|
||||
|
||||
draw->render->draw( draw->render,
|
||||
draw_elts,
|
||||
draw_count );
|
||||
|
||||
draw->render->release_vertices( draw->render,
|
||||
hw_verts,
|
||||
fse->key.output_stride,
|
||||
fetch_count );
|
||||
|
||||
}
|
||||
|
||||
|
||||
static void fse_finish( struct draw_pt_middle_end *middle )
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
fse_destroy( struct draw_pt_middle_end *middle )
|
||||
{
|
||||
FREE(middle);
|
||||
}
|
||||
|
||||
struct draw_pt_middle_end *draw_pt_middle_fse( 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.run_linear = fse_run_linear;
|
||||
fse->base.finish = fse_finish;
|
||||
fse->base.destroy = fse_destroy;
|
||||
fse->draw = draw;
|
||||
|
||||
fse->shader[0].run_linear = shader0_run_linear;
|
||||
fse->shader[0].run_elts = shader0_run_elts;
|
||||
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 = shader1_run_linear;
|
||||
fse->shader[1].run_elts = shader1_run_elts;
|
||||
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 = shader2_run_linear;
|
||||
fse->shader[2].run_elts = shader2_run_elts;
|
||||
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;
|
||||
}
|
||||
Loading…
Add table
Reference in a new issue