1 /*
2 * Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
3 * Joakim Sindholt <opensource@zhasha.com>
4 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
5 * SPDX-License-Identifier: MIT
6 */
7
8 #include "util/format/u_format.h"
9 #include "util/u_math.h"
10 #include "util/u_memory.h"
11
12 #include "tgsi/tgsi_dump.h"
13 #include "tgsi/tgsi_ureg.h"
14
15 #include "r300_cb.h"
16 #include "r300_context.h"
17 #include "r300_emit.h"
18 #include "r300_screen.h"
19 #include "r300_fs.h"
20 #include "r300_reg.h"
21 #include "r300_texture.h"
22 #include "r300_tgsi_to_rc.h"
23
24 #include "compiler/radeon_compiler.h"
25 #include "compiler/nir_to_rc.h"
26 #include "nir.h"
27
28 /* 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)29 void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
30 struct r300_shader_semantics* fs_inputs)
31 {
32 int i;
33 unsigned index;
34
35 r300_shader_semantics_reset(fs_inputs);
36
37 for (i = 0; i < info->num_inputs; i++) {
38 index = info->input_semantic_index[i];
39
40 switch (info->input_semantic_name[i]) {
41 case TGSI_SEMANTIC_COLOR:
42 assert(index < ATTR_COLOR_COUNT);
43 fs_inputs->color[index] = i;
44 break;
45
46 case TGSI_SEMANTIC_PCOORD:
47 fs_inputs->pcoord = i;
48 break;
49
50 case TGSI_SEMANTIC_TEXCOORD:
51 assert(index < ATTR_TEXCOORD_COUNT);
52 fs_inputs->texcoord[index] = i;
53 fs_inputs->num_texcoord++;
54 break;
55
56 case TGSI_SEMANTIC_GENERIC:
57 assert(index < ATTR_GENERIC_COUNT);
58 fs_inputs->generic[index] = i;
59 fs_inputs->num_generic++;
60 break;
61
62 case TGSI_SEMANTIC_FOG:
63 assert(index == 0);
64 fs_inputs->fog = i;
65 break;
66
67 case TGSI_SEMANTIC_POSITION:
68 assert(index == 0);
69 fs_inputs->wpos = i;
70 break;
71
72 case TGSI_SEMANTIC_FACE:
73 assert(index == 0);
74 fs_inputs->face = i;
75 break;
76
77 default:
78 fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
79 info->input_semantic_name[i]);
80 }
81 }
82 }
83
find_output_registers(struct r300_fragment_program_compiler * compiler,struct r300_fragment_shader_code * shader)84 static void find_output_registers(struct r300_fragment_program_compiler * compiler,
85 struct r300_fragment_shader_code *shader)
86 {
87 unsigned i;
88
89 /* Mark the outputs as not present initially */
90 compiler->OutputColor[0] = shader->info.num_outputs;
91 compiler->OutputColor[1] = shader->info.num_outputs;
92 compiler->OutputColor[2] = shader->info.num_outputs;
93 compiler->OutputColor[3] = shader->info.num_outputs;
94 compiler->OutputDepth = shader->info.num_outputs;
95
96 /* Now see where they really are. */
97 for(i = 0; i < shader->info.num_outputs; ++i) {
98 switch(shader->info.output_semantic_name[i]) {
99 case TGSI_SEMANTIC_COLOR:
100 compiler->OutputColor[shader->info.output_semantic_index[i]] = i;
101 break;
102 case TGSI_SEMANTIC_POSITION:
103 compiler->OutputDepth = i;
104 break;
105 }
106 }
107 }
108
allocate_hardware_inputs(struct r300_fragment_program_compiler * c,void (* allocate)(void * data,unsigned input,unsigned hwreg),void * mydata)109 static void allocate_hardware_inputs(
110 struct r300_fragment_program_compiler * c,
111 void (*allocate)(void * data, unsigned input, unsigned hwreg),
112 void * mydata)
113 {
114 struct r300_shader_semantics* inputs =
115 (struct r300_shader_semantics*)c->UserData;
116 int i, reg = 0;
117
118 /* Allocate input registers. */
119 for (i = 0; i < ATTR_COLOR_COUNT; i++) {
120 if (inputs->color[i] != ATTR_UNUSED) {
121 allocate(mydata, inputs->color[i], reg++);
122 }
123 }
124 if (inputs->face != ATTR_UNUSED) {
125 allocate(mydata, inputs->face, reg++);
126 }
127 for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
128 if (inputs->generic[i] != ATTR_UNUSED) {
129 allocate(mydata, inputs->generic[i], reg++);
130 }
131 }
132 for (i = 0; i < ATTR_TEXCOORD_COUNT; i++) {
133 if (inputs->texcoord[i] != ATTR_UNUSED) {
134 allocate(mydata, inputs->texcoord[i], reg++);
135 }
136 }
137 if (inputs->pcoord != ATTR_UNUSED) {
138 allocate(mydata, inputs->pcoord, reg++);
139 }
140 if (inputs->fog != ATTR_UNUSED) {
141 allocate(mydata, inputs->fog, reg++);
142 }
143 if (inputs->wpos != ATTR_UNUSED) {
144 allocate(mydata, inputs->wpos, reg++);
145 }
146 }
147
r300_fragment_program_get_external_state(struct r300_context * r300,struct r300_fragment_program_external_state * state)148 void r300_fragment_program_get_external_state(
149 struct r300_context* r300,
150 struct r300_fragment_program_external_state* state)
151 {
152 struct r300_textures_state *texstate = r300->textures_state.state;
153 unsigned i;
154
155 state->alpha_to_one = r300->alpha_to_one && r300->msaa_enable;
156 state->sampler_state_count = texstate->sampler_state_count;
157
158 for (i = 0; i < texstate->sampler_state_count; i++) {
159 struct r300_sampler_state *s = texstate->sampler_states[i];
160 struct r300_sampler_view *v = texstate->sampler_views[i];
161 struct r300_resource *t;
162
163 if (!s || !v) {
164 continue;
165 }
166
167 t = r300_resource(v->base.texture);
168
169 if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
170 state->unit[i].compare_mode_enabled = 1;
171
172 /* Fortunately, no need to translate this. */
173 state->unit[i].texture_compare_func = s->state.compare_func;
174 }
175
176 /* Pass texture swizzling to the compiler, some lowering passes need it. */
177 if (state->unit[i].compare_mode_enabled) {
178 state->unit[i].texture_swizzle =
179 RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1],
180 v->swizzle[2], v->swizzle[3]);
181 }
182
183 /* XXX this should probably take into account STR, not just S. */
184 if (t->tex.is_npot) {
185 switch (s->state.wrap_s) {
186 case PIPE_TEX_WRAP_REPEAT:
187 state->unit[i].wrap_mode = RC_WRAP_REPEAT;
188 break;
189
190 case PIPE_TEX_WRAP_MIRROR_REPEAT:
191 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
192 break;
193
194 case PIPE_TEX_WRAP_MIRROR_CLAMP:
195 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
196 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
197 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
198 break;
199
200 default:
201 state->unit[i].wrap_mode = RC_WRAP_NONE;
202 }
203
204 if (t->b.target == PIPE_TEXTURE_3D)
205 state->unit[i].clamp_and_scale_before_fetch = true;
206 }
207 }
208 }
209
210 static void r300_translate_fragment_shader(
211 struct r300_context* r300,
212 struct r300_fragment_shader_code* shader,
213 struct pipe_shader_state state);
214
r300_dummy_fragment_shader(struct r300_context * r300,struct r300_fragment_shader_code * shader)215 static void r300_dummy_fragment_shader(
216 struct r300_context* r300,
217 struct r300_fragment_shader_code* shader)
218 {
219 struct pipe_shader_state state;
220 struct ureg_program *ureg;
221 struct ureg_dst out;
222 struct ureg_src imm;
223
224 /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
225 ureg = ureg_create(PIPE_SHADER_FRAGMENT);
226 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
227 imm = ureg_imm4f(ureg, 0, 0, 0, 1);
228
229 ureg_MOV(ureg, out, imm);
230 ureg_END(ureg);
231
232 state.tokens = ureg_finalize(ureg);
233
234 shader->dummy = true;
235 r300_translate_fragment_shader(r300, shader, state);
236
237 ureg_destroy(ureg);
238 }
239
r300_emit_fs_code_to_buffer(struct r300_context * r300,struct r300_fragment_shader_code * shader)240 static void r300_emit_fs_code_to_buffer(
241 struct r300_context *r300,
242 struct r300_fragment_shader_code *shader)
243 {
244 struct rX00_fragment_program_code *generic_code = &shader->code;
245 unsigned imm_count = shader->immediates_count;
246 unsigned imm_first = shader->externals_count;
247 unsigned imm_end = generic_code->constants.Count;
248 struct rc_constant *constants = generic_code->constants.Constants;
249 unsigned i;
250 CB_LOCALS;
251
252 if (r300->screen->caps.is_r500) {
253 struct r500_fragment_program_code *code = &generic_code->code.r500;
254
255 shader->cb_code_size = 19 +
256 ((code->inst_end + 1) * 6) +
257 imm_count * 7 +
258 code->int_constant_count * 2;
259
260 NEW_CB(shader->cb_code, shader->cb_code_size);
261 if (r300->screen->options.ieeemath)
262 OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO_DEFAULT);
263 else
264 OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO_LEGACY);
265 OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
266 OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
267 for(i = 0; i < code->int_constant_count; i++){
268 OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
269 code->int_constants[i]);
270 }
271 OUT_CB_REG(R500_US_CODE_RANGE,
272 R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
273 OUT_CB_REG(R500_US_CODE_OFFSET, 0);
274 OUT_CB_REG(R500_US_CODE_ADDR,
275 R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
276
277 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
278 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
279 for (i = 0; i <= code->inst_end; i++) {
280 OUT_CB(code->inst[i].inst0);
281 OUT_CB(code->inst[i].inst1);
282 OUT_CB(code->inst[i].inst2);
283 OUT_CB(code->inst[i].inst3);
284 OUT_CB(code->inst[i].inst4);
285 OUT_CB(code->inst[i].inst5);
286 }
287
288 /* Emit immediates. */
289 if (imm_count) {
290 for(i = imm_first; i < imm_end; ++i) {
291 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
292 const float *data = constants[i].u.Immediate;
293
294 OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
295 R500_GA_US_VECTOR_INDEX_TYPE_CONST |
296 (i & R500_GA_US_VECTOR_INDEX_MASK));
297 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
298 OUT_CB_TABLE(data, 4);
299 }
300 }
301 }
302 } else { /* r300 */
303 struct r300_fragment_program_code *code = &generic_code->code.r300;
304 unsigned int alu_length = code->alu.length;
305 unsigned int alu_iterations = ((alu_length - 1) / 64) + 1;
306 unsigned int tex_length = code->tex.length;
307 unsigned int tex_iterations =
308 tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0;
309 unsigned int iterations =
310 alu_iterations > tex_iterations ? alu_iterations : tex_iterations;
311 unsigned int bank = 0;
312
313 shader->cb_code_size = 15 +
314 /* R400_US_CODE_BANK */
315 (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) +
316 /* R400_US_CODE_EXT */
317 (r300->screen->caps.is_r400 ? 2 : 0) +
318 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */
319 (code->r390_mode ? (5 * alu_iterations) : 4) +
320 /* R400_US_ALU_EXT_ADDR_[0-63] */
321 (code->r390_mode ? (code->alu.length) : 0) +
322 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */
323 code->alu.length * 4 +
324 /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */
325 (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) +
326 imm_count * 5;
327
328 NEW_CB(shader->cb_code, shader->cb_code_size);
329
330 OUT_CB_REG(R300_US_CONFIG, code->config);
331 OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
332 OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
333
334 if (code->r390_mode) {
335 OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext);
336 } else if (r300->screen->caps.is_r400) {
337 /* This register appears to affect shaders even if r390_mode is
338 * disabled, so it needs to be set to 0 for shaders that
339 * don't use r390_mode. */
340 OUT_CB_REG(R400_US_CODE_EXT, 0);
341 }
342
343 OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
344 OUT_CB_TABLE(code->code_addr, 4);
345
346 do {
347 unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64);
348 unsigned int bank_alu_offset = bank * 64;
349 unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32);
350 unsigned int bank_tex_offset = bank * 32;
351
352 if (r300->screen->caps.is_r400) {
353 OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ?
354 (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2
355 }
356
357 if (bank_alu_length > 0) {
358 OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length);
359 for (i = 0; i < bank_alu_length; i++)
360 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst);
361
362 OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length);
363 for (i = 0; i < bank_alu_length; i++)
364 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr);
365
366 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length);
367 for (i = 0; i < bank_alu_length; i++)
368 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst);
369
370 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length);
371 for (i = 0; i < bank_alu_length; i++)
372 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr);
373
374 if (code->r390_mode) {
375 OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length);
376 for (i = 0; i < bank_alu_length; i++)
377 OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr);
378 }
379 }
380
381 if (bank_tex_length > 0) {
382 OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length);
383 OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length);
384 }
385
386 alu_length -= bank_alu_length;
387 tex_length -= bank_tex_length;
388 bank++;
389 } while(code->r390_mode && (alu_length > 0 || tex_length > 0));
390
391 /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders
392 * will be rendered incorrectly. */
393 if (r300->screen->caps.is_r400) {
394 OUT_CB_REG(R400_US_CODE_BANK,
395 code->r390_mode ? R400_R390_MODE_ENABLE : 0);
396 }
397
398 /* Emit immediates. */
399 if (imm_count) {
400 for(i = imm_first; i < imm_end; ++i) {
401 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
402 const float *data = constants[i].u.Immediate;
403
404 OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
405 OUT_CB(pack_float24(data[0]));
406 OUT_CB(pack_float24(data[1]));
407 OUT_CB(pack_float24(data[2]));
408 OUT_CB(pack_float24(data[3]));
409 }
410 }
411 }
412 }
413
414 OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
415 OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
416 END_CB;
417 }
418
r300_translate_fragment_shader(struct r300_context * r300,struct r300_fragment_shader_code * shader,struct pipe_shader_state state)419 static void r300_translate_fragment_shader(
420 struct r300_context* r300,
421 struct r300_fragment_shader_code* shader,
422 struct pipe_shader_state state)
423 {
424 struct r300_fragment_program_compiler compiler;
425 struct tgsi_to_rc ttr;
426 int wpos, face;
427 unsigned i;
428
429 if (state.type == PIPE_SHADER_IR_NIR) {
430 nir_shader *clone = nir_shader_clone(NULL, state.ir.nir);
431 state.tokens = nir_to_rc(clone, (struct pipe_screen *)r300->screen, shader->compare_state);
432 }
433
434 tgsi_scan_shader(state.tokens, &shader->info);
435 r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
436
437 wpos = shader->inputs.wpos;
438 face = shader->inputs.face;
439
440 /* Setup the compiler. */
441 memset(&compiler, 0, sizeof(compiler));
442 rc_init(&compiler.Base, &r300->fs_regalloc_state);
443 DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
444
445 compiler.code = &shader->code;
446 compiler.state = shader->compare_state;
447 if (!shader->dummy)
448 compiler.Base.debug = &r300->context.debug;
449 compiler.Base.is_r500 = r300->screen->caps.is_r500;
450 compiler.Base.is_r400 = r300->screen->caps.is_r400;
451 compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
452 compiler.Base.has_half_swizzles = true;
453 compiler.Base.has_presub = true;
454 compiler.Base.has_omod = true;
455 compiler.Base.max_temp_regs =
456 compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32);
457 compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
458 compiler.Base.max_alu_insts =
459 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64;
460 compiler.Base.max_tex_insts =
461 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32;
462 compiler.AllocateHwInputs = &allocate_hardware_inputs;
463 compiler.UserData = &shader->inputs;
464
465 find_output_registers(&compiler, shader);
466
467 shader->write_all =
468 shader->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS];
469
470 if (compiler.Base.Debug & RC_DBG_LOG) {
471 DBG(r300, DBG_FP, "r300: Initial fragment program\n");
472 tgsi_dump(state.tokens, 0);
473 }
474
475 /* Translate TGSI to our internal representation */
476 ttr.compiler = &compiler.Base;
477 ttr.info = &shader->info;
478
479 r300_tgsi_to_rc(&ttr, state.tokens);
480
481 if (state.type == PIPE_SHADER_IR_NIR) {
482 FREE((void*)state.tokens);
483 }
484
485 if (ttr.error) {
486 fprintf(stderr, "r300 FP: Cannot translate a shader. "
487 "Using a dummy shader instead.\n");
488 r300_dummy_fragment_shader(r300, shader);
489 return;
490 }
491
492 if (!r300->screen->caps.is_r500 ||
493 compiler.Base.Program.Constants.Count > 200) {
494 compiler.Base.remove_unused_constants = true;
495 }
496
497 /**
498 * Transform the program to support WPOS.
499 *
500 * Introduce a small fragment at the start of the program that will be
501 * the only code that directly reads the WPOS input.
502 * All other code pieces that reference that input will be rewritten
503 * to read from a newly allocated temporary. */
504 if (wpos != ATTR_UNUSED) {
505 /* Moving the input to some other reg is not really necessary. */
506 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, true);
507 }
508
509 if (face != ATTR_UNUSED) {
510 rc_transform_fragment_face(&compiler.Base, face);
511 }
512
513 /* Invoke the compiler */
514 r3xx_compile_fragment_program(&compiler);
515
516 if (compiler.Base.Error) {
517 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
518 " instead.\n", compiler.Base.ErrorMsg);
519
520 if (shader->dummy) {
521 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
522 "Giving up...\n");
523 abort();
524 }
525
526 free(compiler.code->constants.Constants);
527 free(compiler.code->constants_remap_table);
528 rc_destroy(&compiler.Base);
529 r300_dummy_fragment_shader(r300, shader);
530 return;
531 }
532
533 /* Shaders with zero instructions are invalid,
534 * use the dummy shader instead. */
535 if (shader->code.code.r500.inst_end == -1) {
536 rc_destroy(&compiler.Base);
537 r300_dummy_fragment_shader(r300, shader);
538 return;
539 }
540
541 /* Initialize numbers of constants for each type. */
542 shader->externals_count = 0;
543 for (i = 0;
544 i < shader->code.constants.Count &&
545 shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
546 shader->externals_count = i+1;
547 }
548 shader->immediates_count = 0;
549 shader->rc_state_count = 0;
550
551 for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
552 switch (shader->code.constants.Constants[i].Type) {
553 case RC_CONSTANT_IMMEDIATE:
554 ++shader->immediates_count;
555 break;
556 case RC_CONSTANT_STATE:
557 ++shader->rc_state_count;
558 break;
559 default:
560 assert(0);
561 }
562 }
563
564 /* Setup shader depth output. */
565 if (shader->code.writes_depth) {
566 shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
567 shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
568 } else {
569 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
570 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
571 }
572
573 /* And, finally... */
574 rc_destroy(&compiler.Base);
575
576 /* Build the command buffer. */
577 r300_emit_fs_code_to_buffer(r300, shader);
578 }
579
r300_pick_fragment_shader(struct r300_context * r300,struct r300_fragment_shader * fs,struct r300_fragment_program_external_state * state)580 bool r300_pick_fragment_shader(struct r300_context *r300,
581 struct r300_fragment_shader* fs,
582 struct r300_fragment_program_external_state *state)
583 {
584 struct r300_fragment_shader_code* ptr;
585
586 if (!fs->first) {
587 /* Build the fragment shader for the first time. */
588 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
589
590 memcpy(&fs->shader->compare_state, state, sizeof(*state));
591 r300_translate_fragment_shader(r300, fs->shader, fs->state);
592 return true;
593
594 } else {
595 /* Check if the currently-bound shader has been compiled
596 * with the texture-compare state we need. */
597 if (memcmp(&fs->shader->compare_state, state, sizeof(*state)) != 0) {
598 /* Search for the right shader. */
599 ptr = fs->first;
600 while (ptr) {
601 if (memcmp(&ptr->compare_state, state, sizeof(*state)) == 0) {
602 if (fs->shader != ptr) {
603 fs->shader = ptr;
604 return true;
605 }
606 /* The currently-bound one is OK. */
607 return false;
608 }
609 ptr = ptr->next;
610 }
611
612 /* Not found, gotta compile a new one. */
613 ptr = CALLOC_STRUCT(r300_fragment_shader_code);
614 ptr->next = fs->first;
615 fs->first = fs->shader = ptr;
616
617 memcpy(&ptr->compare_state, state, sizeof(*state));
618 r300_translate_fragment_shader(r300, ptr, fs->state);
619 return true;
620 }
621 }
622
623 return false;
624 }
625