1 /*
2 * Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
3 * Joakim Sindholt <opensource@zhasha.com>
4 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * on the rights to use, copy, modify, merge, publish, distribute, sub
10 * license, and/or sell copies of the Software, and to permit persons to whom
11 * the Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
15 * Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
21 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
22 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
23 * USE OR OTHER DEALINGS IN THE SOFTWARE. */
24
25 #include "util/format/u_format.h"
26 #include "util/u_math.h"
27 #include "util/u_memory.h"
28
29 #include "tgsi/tgsi_dump.h"
30 #include "tgsi/tgsi_ureg.h"
31
32 #include "r300_cb.h"
33 #include "r300_context.h"
34 #include "r300_emit.h"
35 #include "r300_screen.h"
36 #include "r300_fs.h"
37 #include "r300_reg.h"
38 #include "r300_texture.h"
39 #include "r300_tgsi_to_rc.h"
40
41 #include "compiler/radeon_compiler.h"
42
43 /* Convert info about FS input semantics to r300_shader_semantics. */
r300_shader_read_fs_inputs(struct tgsi_shader_info * info,struct r300_shader_semantics * fs_inputs)44 void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
45 struct r300_shader_semantics* fs_inputs)
46 {
47 int i;
48 unsigned index;
49
50 r300_shader_semantics_reset(fs_inputs);
51
52 for (i = 0; i < info->num_inputs; i++) {
53 index = info->input_semantic_index[i];
54
55 switch (info->input_semantic_name[i]) {
56 case TGSI_SEMANTIC_COLOR:
57 assert(index < ATTR_COLOR_COUNT);
58 fs_inputs->color[index] = i;
59 break;
60
61 case TGSI_SEMANTIC_GENERIC:
62 assert(index < ATTR_GENERIC_COUNT);
63 fs_inputs->generic[index] = i;
64 break;
65
66 case TGSI_SEMANTIC_FOG:
67 assert(index == 0);
68 fs_inputs->fog = i;
69 break;
70
71 case TGSI_SEMANTIC_POSITION:
72 assert(index == 0);
73 fs_inputs->wpos = i;
74 break;
75
76 case TGSI_SEMANTIC_FACE:
77 assert(index == 0);
78 fs_inputs->face = i;
79 break;
80
81 default:
82 fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
83 info->input_semantic_name[i]);
84 }
85 }
86 }
87
find_output_registers(struct r300_fragment_program_compiler * compiler,struct r300_fragment_shader_code * shader)88 static void find_output_registers(struct r300_fragment_program_compiler * compiler,
89 struct r300_fragment_shader_code *shader)
90 {
91 unsigned i;
92
93 /* Mark the outputs as not present initially */
94 compiler->OutputColor[0] = shader->info.num_outputs;
95 compiler->OutputColor[1] = shader->info.num_outputs;
96 compiler->OutputColor[2] = shader->info.num_outputs;
97 compiler->OutputColor[3] = shader->info.num_outputs;
98 compiler->OutputDepth = shader->info.num_outputs;
99
100 /* Now see where they really are. */
101 for(i = 0; i < shader->info.num_outputs; ++i) {
102 switch(shader->info.output_semantic_name[i]) {
103 case TGSI_SEMANTIC_COLOR:
104 compiler->OutputColor[shader->info.output_semantic_index[i]] = i;
105 break;
106 case TGSI_SEMANTIC_POSITION:
107 compiler->OutputDepth = i;
108 break;
109 }
110 }
111 }
112
allocate_hardware_inputs(struct r300_fragment_program_compiler * c,void (* allocate)(void * data,unsigned input,unsigned hwreg),void * mydata)113 static void allocate_hardware_inputs(
114 struct r300_fragment_program_compiler * c,
115 void (*allocate)(void * data, unsigned input, unsigned hwreg),
116 void * mydata)
117 {
118 struct r300_shader_semantics* inputs =
119 (struct r300_shader_semantics*)c->UserData;
120 int i, reg = 0;
121
122 /* Allocate input registers. */
123 for (i = 0; i < ATTR_COLOR_COUNT; i++) {
124 if (inputs->color[i] != ATTR_UNUSED) {
125 allocate(mydata, inputs->color[i], reg++);
126 }
127 }
128 if (inputs->face != ATTR_UNUSED) {
129 allocate(mydata, inputs->face, reg++);
130 }
131 for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
132 if (inputs->generic[i] != ATTR_UNUSED) {
133 allocate(mydata, inputs->generic[i], reg++);
134 }
135 }
136 if (inputs->fog != ATTR_UNUSED) {
137 allocate(mydata, inputs->fog, reg++);
138 }
139 if (inputs->wpos != ATTR_UNUSED) {
140 allocate(mydata, inputs->wpos, reg++);
141 }
142 }
143
r300_fragment_program_get_external_state(struct r300_context * r300,struct r300_fragment_program_external_state * state)144 void r300_fragment_program_get_external_state(
145 struct r300_context* r300,
146 struct r300_fragment_program_external_state* state)
147 {
148 struct r300_textures_state *texstate = r300->textures_state.state;
149 unsigned i;
150
151 state->alpha_to_one = r300->alpha_to_one && r300->msaa_enable;
152
153 for (i = 0; i < texstate->sampler_state_count; i++) {
154 struct r300_sampler_state *s = texstate->sampler_states[i];
155 struct r300_sampler_view *v = texstate->sampler_views[i];
156 struct r300_resource *t;
157
158 if (!s || !v) {
159 continue;
160 }
161
162 t = r300_resource(v->base.texture);
163
164 if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
165 state->unit[i].compare_mode_enabled = 1;
166
167 /* Fortunately, no need to translate this. */
168 state->unit[i].texture_compare_func = s->state.compare_func;
169 }
170
171 /* Pass texture swizzling to the compiler, some lowering passes need it. */
172 if (state->unit[i].compare_mode_enabled) {
173 state->unit[i].texture_swizzle =
174 RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1],
175 v->swizzle[2], v->swizzle[3]);
176 }
177
178 /* XXX this should probably take into account STR, not just S. */
179 if (t->tex.is_npot) {
180 switch (s->state.wrap_s) {
181 case PIPE_TEX_WRAP_REPEAT:
182 state->unit[i].wrap_mode = RC_WRAP_REPEAT;
183 break;
184
185 case PIPE_TEX_WRAP_MIRROR_REPEAT:
186 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
187 break;
188
189 case PIPE_TEX_WRAP_MIRROR_CLAMP:
190 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
191 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
192 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
193 break;
194
195 default:
196 state->unit[i].wrap_mode = RC_WRAP_NONE;
197 }
198
199 if (t->b.target == PIPE_TEXTURE_3D)
200 state->unit[i].clamp_and_scale_before_fetch = TRUE;
201 }
202 }
203 }
204
205 static void r300_translate_fragment_shader(
206 struct r300_context* r300,
207 struct r300_fragment_shader_code* shader,
208 const struct tgsi_token *tokens);
209
r300_dummy_fragment_shader(struct r300_context * r300,struct r300_fragment_shader_code * shader)210 static void r300_dummy_fragment_shader(
211 struct r300_context* r300,
212 struct r300_fragment_shader_code* shader)
213 {
214 struct pipe_shader_state state;
215 struct ureg_program *ureg;
216 struct ureg_dst out;
217 struct ureg_src imm;
218
219 /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
220 ureg = ureg_create(PIPE_SHADER_FRAGMENT);
221 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
222 imm = ureg_imm4f(ureg, 0, 0, 0, 1);
223
224 ureg_MOV(ureg, out, imm);
225 ureg_END(ureg);
226
227 state.tokens = ureg_finalize(ureg);
228
229 shader->dummy = TRUE;
230 r300_translate_fragment_shader(r300, shader, state.tokens);
231
232 ureg_destroy(ureg);
233 }
234
r300_emit_fs_code_to_buffer(struct r300_context * r300,struct r300_fragment_shader_code * shader)235 static void r300_emit_fs_code_to_buffer(
236 struct r300_context *r300,
237 struct r300_fragment_shader_code *shader)
238 {
239 struct rX00_fragment_program_code *generic_code = &shader->code;
240 unsigned imm_count = shader->immediates_count;
241 unsigned imm_first = shader->externals_count;
242 unsigned imm_end = generic_code->constants.Count;
243 struct rc_constant *constants = generic_code->constants.Constants;
244 unsigned i;
245 CB_LOCALS;
246
247 if (r300->screen->caps.is_r500) {
248 struct r500_fragment_program_code *code = &generic_code->code.r500;
249
250 shader->cb_code_size = 19 +
251 ((code->inst_end + 1) * 6) +
252 imm_count * 7 +
253 code->int_constant_count * 2;
254
255 NEW_CB(shader->cb_code, shader->cb_code_size);
256 OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
257 OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
258 OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
259 for(i = 0; i < code->int_constant_count; i++){
260 OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
261 code->int_constants[i]);
262 }
263 OUT_CB_REG(R500_US_CODE_RANGE,
264 R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
265 OUT_CB_REG(R500_US_CODE_OFFSET, 0);
266 OUT_CB_REG(R500_US_CODE_ADDR,
267 R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
268
269 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
270 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
271 for (i = 0; i <= code->inst_end; i++) {
272 OUT_CB(code->inst[i].inst0);
273 OUT_CB(code->inst[i].inst1);
274 OUT_CB(code->inst[i].inst2);
275 OUT_CB(code->inst[i].inst3);
276 OUT_CB(code->inst[i].inst4);
277 OUT_CB(code->inst[i].inst5);
278 }
279
280 /* Emit immediates. */
281 if (imm_count) {
282 for(i = imm_first; i < imm_end; ++i) {
283 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
284 const float *data = constants[i].u.Immediate;
285
286 OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
287 R500_GA_US_VECTOR_INDEX_TYPE_CONST |
288 (i & R500_GA_US_VECTOR_INDEX_MASK));
289 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
290 OUT_CB_TABLE(data, 4);
291 }
292 }
293 }
294 } else { /* r300 */
295 struct r300_fragment_program_code *code = &generic_code->code.r300;
296 unsigned int alu_length = code->alu.length;
297 unsigned int alu_iterations = ((alu_length - 1) / 64) + 1;
298 unsigned int tex_length = code->tex.length;
299 unsigned int tex_iterations =
300 tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0;
301 unsigned int iterations =
302 alu_iterations > tex_iterations ? alu_iterations : tex_iterations;
303 unsigned int bank = 0;
304
305 shader->cb_code_size = 15 +
306 /* R400_US_CODE_BANK */
307 (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) +
308 /* R400_US_CODE_EXT */
309 (r300->screen->caps.is_r400 ? 2 : 0) +
310 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */
311 (code->r390_mode ? (5 * alu_iterations) : 4) +
312 /* R400_US_ALU_EXT_ADDR_[0-63] */
313 (code->r390_mode ? (code->alu.length) : 0) +
314 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */
315 code->alu.length * 4 +
316 /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */
317 (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) +
318 imm_count * 5;
319
320 NEW_CB(shader->cb_code, shader->cb_code_size);
321
322 OUT_CB_REG(R300_US_CONFIG, code->config);
323 OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
324 OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
325
326 if (code->r390_mode) {
327 OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext);
328 } else if (r300->screen->caps.is_r400) {
329 /* This register appears to affect shaders even if r390_mode is
330 * disabled, so it needs to be set to 0 for shaders that
331 * don't use r390_mode. */
332 OUT_CB_REG(R400_US_CODE_EXT, 0);
333 }
334
335 OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
336 OUT_CB_TABLE(code->code_addr, 4);
337
338 do {
339 unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64);
340 unsigned int bank_alu_offset = bank * 64;
341 unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32);
342 unsigned int bank_tex_offset = bank * 32;
343
344 if (r300->screen->caps.is_r400) {
345 OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ?
346 (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2
347 }
348
349 if (bank_alu_length > 0) {
350 OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length);
351 for (i = 0; i < bank_alu_length; i++)
352 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst);
353
354 OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length);
355 for (i = 0; i < bank_alu_length; i++)
356 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr);
357
358 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length);
359 for (i = 0; i < bank_alu_length; i++)
360 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst);
361
362 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length);
363 for (i = 0; i < bank_alu_length; i++)
364 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr);
365
366 if (code->r390_mode) {
367 OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length);
368 for (i = 0; i < bank_alu_length; i++)
369 OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr);
370 }
371 }
372
373 if (bank_tex_length > 0) {
374 OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length);
375 OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length);
376 }
377
378 alu_length -= bank_alu_length;
379 tex_length -= bank_tex_length;
380 bank++;
381 } while(code->r390_mode && (alu_length > 0 || tex_length > 0));
382
383 /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders
384 * will be rendered incorrectly. */
385 if (r300->screen->caps.is_r400) {
386 OUT_CB_REG(R400_US_CODE_BANK,
387 code->r390_mode ? R400_R390_MODE_ENABLE : 0);
388 }
389
390 /* Emit immediates. */
391 if (imm_count) {
392 for(i = imm_first; i < imm_end; ++i) {
393 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
394 const float *data = constants[i].u.Immediate;
395
396 OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
397 OUT_CB(pack_float24(data[0]));
398 OUT_CB(pack_float24(data[1]));
399 OUT_CB(pack_float24(data[2]));
400 OUT_CB(pack_float24(data[3]));
401 }
402 }
403 }
404 }
405
406 OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
407 OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
408 END_CB;
409 }
410
r300_translate_fragment_shader(struct r300_context * r300,struct r300_fragment_shader_code * shader,const struct tgsi_token * tokens)411 static void r300_translate_fragment_shader(
412 struct r300_context* r300,
413 struct r300_fragment_shader_code* shader,
414 const struct tgsi_token *tokens)
415 {
416 struct r300_fragment_program_compiler compiler;
417 struct tgsi_to_rc ttr;
418 int wpos, face;
419 unsigned i;
420
421 tgsi_scan_shader(tokens, &shader->info);
422 r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
423
424 wpos = shader->inputs.wpos;
425 face = shader->inputs.face;
426
427 /* Setup the compiler. */
428 memset(&compiler, 0, sizeof(compiler));
429 rc_init(&compiler.Base, &r300->fs_regalloc_state);
430 DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
431
432 compiler.code = &shader->code;
433 compiler.state = shader->compare_state;
434 if (!shader->dummy)
435 compiler.Base.debug = &r300->debug;
436 compiler.Base.is_r500 = r300->screen->caps.is_r500;
437 compiler.Base.is_r400 = r300->screen->caps.is_r400;
438 compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
439 compiler.Base.has_half_swizzles = TRUE;
440 compiler.Base.has_presub = TRUE;
441 compiler.Base.has_omod = TRUE;
442 compiler.Base.needs_trig_input_transform = DBG_ON(r300, DBG_USE_TGSI);
443 compiler.Base.max_temp_regs =
444 compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32);
445 compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
446 compiler.Base.max_alu_insts =
447 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64;
448 compiler.Base.max_tex_insts =
449 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32;
450 compiler.AllocateHwInputs = &allocate_hardware_inputs;
451 compiler.UserData = &shader->inputs;
452
453 find_output_registers(&compiler, shader);
454
455 shader->write_all =
456 shader->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS];
457
458 if (compiler.Base.Debug & RC_DBG_LOG) {
459 DBG(r300, DBG_FP, "r300: Initial fragment program\n");
460 tgsi_dump(tokens, 0);
461 }
462
463 /* Translate TGSI to our internal representation */
464 ttr.compiler = &compiler.Base;
465 ttr.info = &shader->info;
466 ttr.use_half_swizzles = TRUE;
467
468 r300_tgsi_to_rc(&ttr, tokens);
469
470 if (ttr.error) {
471 fprintf(stderr, "r300 FP: Cannot translate a shader. "
472 "Using a dummy shader instead.\n");
473 r300_dummy_fragment_shader(r300, shader);
474 return;
475 }
476
477 if (!r300->screen->caps.is_r500 ||
478 compiler.Base.Program.Constants.Count > 200) {
479 compiler.Base.remove_unused_constants = TRUE;
480 }
481
482 /**
483 * Transform the program to support WPOS.
484 *
485 * Introduce a small fragment at the start of the program that will be
486 * the only code that directly reads the WPOS input.
487 * All other code pieces that reference that input will be rewritten
488 * to read from a newly allocated temporary. */
489 if (wpos != ATTR_UNUSED) {
490 /* Moving the input to some other reg is not really necessary. */
491 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
492 }
493
494 if (face != ATTR_UNUSED) {
495 rc_transform_fragment_face(&compiler.Base, face);
496 }
497
498 /* Invoke the compiler */
499 r3xx_compile_fragment_program(&compiler);
500
501 if (compiler.Base.Error) {
502 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
503 " instead.\n", compiler.Base.ErrorMsg);
504
505 if (shader->dummy) {
506 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
507 "Giving up...\n");
508 abort();
509 }
510
511 rc_destroy(&compiler.Base);
512 r300_dummy_fragment_shader(r300, shader);
513 return;
514 }
515
516 /* Shaders with zero instructions are invalid,
517 * use the dummy shader instead. */
518 if (shader->code.code.r500.inst_end == -1) {
519 rc_destroy(&compiler.Base);
520 r300_dummy_fragment_shader(r300, shader);
521 return;
522 }
523
524 /* Initialize numbers of constants for each type. */
525 shader->externals_count = 0;
526 for (i = 0;
527 i < shader->code.constants.Count &&
528 shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
529 shader->externals_count = i+1;
530 }
531 shader->immediates_count = 0;
532 shader->rc_state_count = 0;
533
534 for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
535 switch (shader->code.constants.Constants[i].Type) {
536 case RC_CONSTANT_IMMEDIATE:
537 ++shader->immediates_count;
538 break;
539 case RC_CONSTANT_STATE:
540 ++shader->rc_state_count;
541 break;
542 default:
543 assert(0);
544 }
545 }
546
547 /* Setup shader depth output. */
548 if (shader->code.writes_depth) {
549 shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
550 shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
551 } else {
552 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
553 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
554 }
555
556 /* And, finally... */
557 rc_destroy(&compiler.Base);
558
559 /* Build the command buffer. */
560 r300_emit_fs_code_to_buffer(r300, shader);
561 }
562
r300_pick_fragment_shader(struct r300_context * r300,struct r300_fragment_shader * fs,struct r300_fragment_program_external_state * state)563 boolean r300_pick_fragment_shader(struct r300_context *r300,
564 struct r300_fragment_shader* fs,
565 struct r300_fragment_program_external_state *state)
566 {
567 struct r300_fragment_shader_code* ptr;
568
569 if (!fs->first) {
570 /* Build the fragment shader for the first time. */
571 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
572
573 memcpy(&fs->shader->compare_state, state, sizeof(*state));
574 r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
575 return TRUE;
576
577 } else {
578 /* Check if the currently-bound shader has been compiled
579 * with the texture-compare state we need. */
580 if (memcmp(&fs->shader->compare_state, state, sizeof(*state)) != 0) {
581 /* Search for the right shader. */
582 ptr = fs->first;
583 while (ptr) {
584 if (memcmp(&ptr->compare_state, state, sizeof(*state)) == 0) {
585 if (fs->shader != ptr) {
586 fs->shader = ptr;
587 return TRUE;
588 }
589 /* The currently-bound one is OK. */
590 return FALSE;
591 }
592 ptr = ptr->next;
593 }
594
595 /* Not found, gotta compile a new one. */
596 ptr = CALLOC_STRUCT(r300_fragment_shader_code);
597 ptr->next = fs->first;
598 fs->first = fs->shader = ptr;
599
600 memcpy(&ptr->compare_state, state, sizeof(*state));
601 r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
602 return TRUE;
603 }
604 }
605
606 return FALSE;
607 }
608