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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_PCOORD:
62                 fs_inputs->pcoord = i;
63                 break;
64 
65             case TGSI_SEMANTIC_TEXCOORD:
66                 assert(index < ATTR_TEXCOORD_COUNT);
67                 fs_inputs->texcoord[index] = i;
68                 fs_inputs->num_texcoord++;
69                 break;
70 
71             case TGSI_SEMANTIC_GENERIC:
72                 assert(index < ATTR_GENERIC_COUNT);
73                 fs_inputs->generic[index] = i;
74                 fs_inputs->num_generic++;
75                 break;
76 
77             case TGSI_SEMANTIC_FOG:
78                 assert(index == 0);
79                 fs_inputs->fog = i;
80                 break;
81 
82             case TGSI_SEMANTIC_POSITION:
83                 assert(index == 0);
84                 fs_inputs->wpos = i;
85                 break;
86 
87             case TGSI_SEMANTIC_FACE:
88                 assert(index == 0);
89                 fs_inputs->face = i;
90                 break;
91 
92             default:
93                 fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
94                         info->input_semantic_name[i]);
95         }
96     }
97 }
98 
find_output_registers(struct r300_fragment_program_compiler * compiler,struct r300_fragment_shader_code * shader)99 static void find_output_registers(struct r300_fragment_program_compiler * compiler,
100                                   struct r300_fragment_shader_code *shader)
101 {
102     unsigned i;
103 
104     /* Mark the outputs as not present initially */
105     compiler->OutputColor[0] = shader->info.num_outputs;
106     compiler->OutputColor[1] = shader->info.num_outputs;
107     compiler->OutputColor[2] = shader->info.num_outputs;
108     compiler->OutputColor[3] = shader->info.num_outputs;
109     compiler->OutputDepth = shader->info.num_outputs;
110 
111     /* Now see where they really are. */
112     for(i = 0; i < shader->info.num_outputs; ++i) {
113         switch(shader->info.output_semantic_name[i]) {
114             case TGSI_SEMANTIC_COLOR:
115                 compiler->OutputColor[shader->info.output_semantic_index[i]] = i;
116                 break;
117             case TGSI_SEMANTIC_POSITION:
118                 compiler->OutputDepth = i;
119                 break;
120         }
121     }
122 }
123 
allocate_hardware_inputs(struct r300_fragment_program_compiler * c,void (* allocate)(void * data,unsigned input,unsigned hwreg),void * mydata)124 static void allocate_hardware_inputs(
125     struct r300_fragment_program_compiler * c,
126     void (*allocate)(void * data, unsigned input, unsigned hwreg),
127     void * mydata)
128 {
129     struct r300_shader_semantics* inputs =
130         (struct r300_shader_semantics*)c->UserData;
131     int i, reg = 0;
132 
133     /* Allocate input registers. */
134     for (i = 0; i < ATTR_COLOR_COUNT; i++) {
135         if (inputs->color[i] != ATTR_UNUSED) {
136             allocate(mydata, inputs->color[i], reg++);
137         }
138     }
139     if (inputs->face != ATTR_UNUSED) {
140         allocate(mydata, inputs->face, reg++);
141     }
142     for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
143         if (inputs->generic[i] != ATTR_UNUSED) {
144             allocate(mydata, inputs->generic[i], reg++);
145         }
146     }
147     for (i = 0; i < ATTR_TEXCOORD_COUNT; i++) {
148         if (inputs->texcoord[i] != ATTR_UNUSED) {
149             allocate(mydata, inputs->texcoord[i], reg++);
150         }
151     }
152     if (inputs->pcoord != ATTR_UNUSED) {
153         allocate(mydata, inputs->pcoord, reg++);
154     }
155     if (inputs->fog != ATTR_UNUSED) {
156         allocate(mydata, inputs->fog, reg++);
157     }
158     if (inputs->wpos != ATTR_UNUSED) {
159         allocate(mydata, inputs->wpos, reg++);
160     }
161 }
162 
r300_fragment_program_get_external_state(struct r300_context * r300,struct r300_fragment_program_external_state * state)163 void r300_fragment_program_get_external_state(
164     struct r300_context* r300,
165     struct r300_fragment_program_external_state* state)
166 {
167     struct r300_textures_state *texstate = r300->textures_state.state;
168     unsigned i;
169 
170     state->alpha_to_one = r300->alpha_to_one && r300->msaa_enable;
171 
172     for (i = 0; i < texstate->sampler_state_count; i++) {
173         struct r300_sampler_state *s = texstate->sampler_states[i];
174         struct r300_sampler_view *v = texstate->sampler_views[i];
175         struct r300_resource *t;
176 
177         if (!s || !v) {
178             continue;
179         }
180 
181         t = r300_resource(v->base.texture);
182 
183         if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
184             state->unit[i].compare_mode_enabled = 1;
185 
186             /* Fortunately, no need to translate this. */
187             state->unit[i].texture_compare_func = s->state.compare_func;
188         }
189 
190         /* Pass texture swizzling to the compiler, some lowering passes need it. */
191         if (state->unit[i].compare_mode_enabled) {
192             state->unit[i].texture_swizzle =
193                 RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1],
194                                 v->swizzle[2], v->swizzle[3]);
195         }
196 
197         /* XXX this should probably take into account STR, not just S. */
198         if (t->tex.is_npot) {
199             switch (s->state.wrap_s) {
200             case PIPE_TEX_WRAP_REPEAT:
201                 state->unit[i].wrap_mode = RC_WRAP_REPEAT;
202                 break;
203 
204             case PIPE_TEX_WRAP_MIRROR_REPEAT:
205                 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
206                 break;
207 
208             case PIPE_TEX_WRAP_MIRROR_CLAMP:
209             case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
210             case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
211                 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
212                 break;
213 
214             default:
215                 state->unit[i].wrap_mode = RC_WRAP_NONE;
216             }
217 
218             if (t->b.target == PIPE_TEXTURE_3D)
219                 state->unit[i].clamp_and_scale_before_fetch = true;
220         }
221     }
222 }
223 
224 static void r300_translate_fragment_shader(
225     struct r300_context* r300,
226     struct r300_fragment_shader_code* shader,
227     const struct tgsi_token *tokens);
228 
r300_dummy_fragment_shader(struct r300_context * r300,struct r300_fragment_shader_code * shader)229 static void r300_dummy_fragment_shader(
230     struct r300_context* r300,
231     struct r300_fragment_shader_code* shader)
232 {
233     struct pipe_shader_state state;
234     struct ureg_program *ureg;
235     struct ureg_dst out;
236     struct ureg_src imm;
237 
238     /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
239     ureg = ureg_create(PIPE_SHADER_FRAGMENT);
240     out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
241     imm = ureg_imm4f(ureg, 0, 0, 0, 1);
242 
243     ureg_MOV(ureg, out, imm);
244     ureg_END(ureg);
245 
246     state.tokens = ureg_finalize(ureg);
247 
248     shader->dummy = true;
249     r300_translate_fragment_shader(r300, shader, state.tokens);
250 
251     ureg_destroy(ureg);
252 }
253 
r300_emit_fs_code_to_buffer(struct r300_context * r300,struct r300_fragment_shader_code * shader)254 static void r300_emit_fs_code_to_buffer(
255     struct r300_context *r300,
256     struct r300_fragment_shader_code *shader)
257 {
258     struct rX00_fragment_program_code *generic_code = &shader->code;
259     unsigned imm_count = shader->immediates_count;
260     unsigned imm_first = shader->externals_count;
261     unsigned imm_end = generic_code->constants.Count;
262     struct rc_constant *constants = generic_code->constants.Constants;
263     unsigned i;
264     CB_LOCALS;
265 
266     if (r300->screen->caps.is_r500) {
267         struct r500_fragment_program_code *code = &generic_code->code.r500;
268 
269         shader->cb_code_size = 19 +
270                                ((code->inst_end + 1) * 6) +
271                                imm_count * 7 +
272                                code->int_constant_count * 2;
273 
274         NEW_CB(shader->cb_code, shader->cb_code_size);
275         OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
276         OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
277         OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
278         for(i = 0; i < code->int_constant_count; i++){
279                 OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
280                                                 code->int_constants[i]);
281         }
282         OUT_CB_REG(R500_US_CODE_RANGE,
283                    R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
284         OUT_CB_REG(R500_US_CODE_OFFSET, 0);
285         OUT_CB_REG(R500_US_CODE_ADDR,
286                    R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
287 
288         OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
289         OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
290         for (i = 0; i <= code->inst_end; i++) {
291             OUT_CB(code->inst[i].inst0);
292             OUT_CB(code->inst[i].inst1);
293             OUT_CB(code->inst[i].inst2);
294             OUT_CB(code->inst[i].inst3);
295             OUT_CB(code->inst[i].inst4);
296             OUT_CB(code->inst[i].inst5);
297         }
298 
299         /* Emit immediates. */
300         if (imm_count) {
301             for(i = imm_first; i < imm_end; ++i) {
302                 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
303                     const float *data = constants[i].u.Immediate;
304 
305                     OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
306                                R500_GA_US_VECTOR_INDEX_TYPE_CONST |
307                                (i & R500_GA_US_VECTOR_INDEX_MASK));
308                     OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
309                     OUT_CB_TABLE(data, 4);
310                 }
311             }
312         }
313     } else { /* r300 */
314         struct r300_fragment_program_code *code = &generic_code->code.r300;
315         unsigned int alu_length = code->alu.length;
316         unsigned int alu_iterations = ((alu_length - 1) / 64) + 1;
317         unsigned int tex_length = code->tex.length;
318         unsigned int tex_iterations =
319             tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0;
320         unsigned int iterations =
321             alu_iterations > tex_iterations ? alu_iterations : tex_iterations;
322         unsigned int bank = 0;
323 
324         shader->cb_code_size = 15 +
325             /* R400_US_CODE_BANK */
326             (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) +
327             /* R400_US_CODE_EXT */
328             (r300->screen->caps.is_r400 ? 2 : 0) +
329             /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */
330             (code->r390_mode ? (5 * alu_iterations) : 4) +
331             /* R400_US_ALU_EXT_ADDR_[0-63] */
332             (code->r390_mode ? (code->alu.length) : 0) +
333             /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */
334             code->alu.length * 4 +
335             /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */
336             (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) +
337             imm_count * 5;
338 
339         NEW_CB(shader->cb_code, shader->cb_code_size);
340 
341         OUT_CB_REG(R300_US_CONFIG, code->config);
342         OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
343         OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
344 
345         if (code->r390_mode) {
346             OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext);
347         } else if (r300->screen->caps.is_r400) {
348             /* This register appears to affect shaders even if r390_mode is
349              * disabled, so it needs to be set to 0 for shaders that
350              * don't use r390_mode. */
351             OUT_CB_REG(R400_US_CODE_EXT, 0);
352         }
353 
354         OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
355         OUT_CB_TABLE(code->code_addr, 4);
356 
357         do {
358             unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64);
359             unsigned int bank_alu_offset = bank * 64;
360             unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32);
361             unsigned int bank_tex_offset = bank * 32;
362 
363             if (r300->screen->caps.is_r400) {
364                 OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ?
365                                 (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2
366             }
367 
368             if (bank_alu_length > 0) {
369                 OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length);
370                 for (i = 0; i < bank_alu_length; i++)
371                     OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst);
372 
373                 OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length);
374                 for (i = 0; i < bank_alu_length; i++)
375                     OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr);
376 
377                 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length);
378                 for (i = 0; i < bank_alu_length; i++)
379                     OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst);
380 
381                 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length);
382                 for (i = 0; i < bank_alu_length; i++)
383                     OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr);
384 
385                 if (code->r390_mode) {
386                     OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length);
387                     for (i = 0; i < bank_alu_length; i++)
388                         OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr);
389                 }
390             }
391 
392             if (bank_tex_length > 0) {
393                 OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length);
394                 OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length);
395             }
396 
397             alu_length -= bank_alu_length;
398             tex_length -= bank_tex_length;
399             bank++;
400         } while(code->r390_mode && (alu_length > 0 || tex_length > 0));
401 
402         /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders
403          * will be rendered incorrectly. */
404         if (r300->screen->caps.is_r400) {
405             OUT_CB_REG(R400_US_CODE_BANK,
406                 code->r390_mode ? R400_R390_MODE_ENABLE : 0);
407         }
408 
409         /* Emit immediates. */
410         if (imm_count) {
411             for(i = imm_first; i < imm_end; ++i) {
412                 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
413                     const float *data = constants[i].u.Immediate;
414 
415                     OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
416                     OUT_CB(pack_float24(data[0]));
417                     OUT_CB(pack_float24(data[1]));
418                     OUT_CB(pack_float24(data[2]));
419                     OUT_CB(pack_float24(data[3]));
420                 }
421             }
422         }
423     }
424 
425     OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
426     OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
427     END_CB;
428 }
429 
r300_translate_fragment_shader(struct r300_context * r300,struct r300_fragment_shader_code * shader,const struct tgsi_token * tokens)430 static void r300_translate_fragment_shader(
431     struct r300_context* r300,
432     struct r300_fragment_shader_code* shader,
433     const struct tgsi_token *tokens)
434 {
435     struct r300_fragment_program_compiler compiler;
436     struct tgsi_to_rc ttr;
437     int wpos, face;
438     unsigned i;
439 
440     tgsi_scan_shader(tokens, &shader->info);
441     r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
442 
443     wpos = shader->inputs.wpos;
444     face = shader->inputs.face;
445 
446     /* Setup the compiler. */
447     memset(&compiler, 0, sizeof(compiler));
448     rc_init(&compiler.Base, &r300->fs_regalloc_state);
449     DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
450 
451     compiler.code = &shader->code;
452     compiler.state = shader->compare_state;
453     if (!shader->dummy)
454         compiler.Base.debug = &r300->context.debug;
455     compiler.Base.is_r500 = r300->screen->caps.is_r500;
456     compiler.Base.is_r400 = r300->screen->caps.is_r400;
457     compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
458     compiler.Base.has_half_swizzles = true;
459     compiler.Base.has_presub = true;
460     compiler.Base.has_omod = true;
461     compiler.Base.max_temp_regs =
462         compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32);
463     compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
464     compiler.Base.max_alu_insts =
465         (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64;
466     compiler.Base.max_tex_insts =
467         (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32;
468     compiler.AllocateHwInputs = &allocate_hardware_inputs;
469     compiler.UserData = &shader->inputs;
470 
471     find_output_registers(&compiler, shader);
472 
473     shader->write_all =
474           shader->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS];
475 
476     if (compiler.Base.Debug & RC_DBG_LOG) {
477         DBG(r300, DBG_FP, "r300: Initial fragment program\n");
478         tgsi_dump(tokens, 0);
479     }
480 
481     /* Translate TGSI to our internal representation */
482     ttr.compiler = &compiler.Base;
483     ttr.info = &shader->info;
484 
485     r300_tgsi_to_rc(&ttr, tokens);
486 
487     if (ttr.error) {
488         fprintf(stderr, "r300 FP: Cannot translate a shader. "
489                 "Using a dummy shader instead.\n");
490         r300_dummy_fragment_shader(r300, shader);
491         return;
492     }
493 
494     if (!r300->screen->caps.is_r500 ||
495         compiler.Base.Program.Constants.Count > 200) {
496         compiler.Base.remove_unused_constants = true;
497     }
498 
499     /**
500      * Transform the program to support WPOS.
501      *
502      * Introduce a small fragment at the start of the program that will be
503      * the only code that directly reads the WPOS input.
504      * All other code pieces that reference that input will be rewritten
505      * to read from a newly allocated temporary. */
506     if (wpos != ATTR_UNUSED) {
507         /* Moving the input to some other reg is not really necessary. */
508         rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, true);
509     }
510 
511     if (face != ATTR_UNUSED) {
512         rc_transform_fragment_face(&compiler.Base, face);
513     }
514 
515     /* Invoke the compiler */
516     r3xx_compile_fragment_program(&compiler);
517 
518     if (compiler.Base.Error) {
519         fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
520                 " instead.\n", compiler.Base.ErrorMsg);
521 
522         if (shader->dummy) {
523             fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
524                     "Giving up...\n");
525             abort();
526         }
527 
528         free(compiler.code->constants.Constants);
529         rc_destroy(&compiler.Base);
530         r300_dummy_fragment_shader(r300, shader);
531         return;
532     }
533 
534     /* Shaders with zero instructions are invalid,
535      * use the dummy shader instead. */
536     if (shader->code.code.r500.inst_end == -1) {
537         rc_destroy(&compiler.Base);
538         r300_dummy_fragment_shader(r300, shader);
539         return;
540     }
541 
542     /* Initialize numbers of constants for each type. */
543     shader->externals_count = 0;
544     for (i = 0;
545          i < shader->code.constants.Count &&
546          shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
547         shader->externals_count = i+1;
548     }
549     shader->immediates_count = 0;
550     shader->rc_state_count = 0;
551 
552     for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
553         switch (shader->code.constants.Constants[i].Type) {
554             case RC_CONSTANT_IMMEDIATE:
555                 ++shader->immediates_count;
556                 break;
557             case RC_CONSTANT_STATE:
558                 ++shader->rc_state_count;
559                 break;
560             default:
561                 assert(0);
562         }
563     }
564 
565     /* Setup shader depth output. */
566     if (shader->code.writes_depth) {
567         shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
568         shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
569     } else {
570         shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
571         shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
572     }
573 
574     /* And, finally... */
575     rc_destroy(&compiler.Base);
576 
577     /* Build the command buffer. */
578     r300_emit_fs_code_to_buffer(r300, shader);
579 }
580 
r300_pick_fragment_shader(struct r300_context * r300,struct r300_fragment_shader * fs,struct r300_fragment_program_external_state * state)581 bool r300_pick_fragment_shader(struct r300_context *r300,
582                                struct r300_fragment_shader* fs,
583                                struct r300_fragment_program_external_state *state)
584 {
585     struct r300_fragment_shader_code* ptr;
586 
587     if (!fs->first) {
588         /* Build the fragment shader for the first time. */
589         fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
590 
591         memcpy(&fs->shader->compare_state, state, sizeof(*state));
592         r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
593         return true;
594 
595     } else {
596         /* Check if the currently-bound shader has been compiled
597          * with the texture-compare state we need. */
598         if (memcmp(&fs->shader->compare_state, state, sizeof(*state)) != 0) {
599             /* Search for the right shader. */
600             ptr = fs->first;
601             while (ptr) {
602                 if (memcmp(&ptr->compare_state, state, sizeof(*state)) == 0) {
603                     if (fs->shader != ptr) {
604                         fs->shader = ptr;
605                         return true;
606                     }
607                     /* The currently-bound one is OK. */
608                     return false;
609                 }
610                 ptr = ptr->next;
611             }
612 
613             /* Not found, gotta compile a new one. */
614             ptr = CALLOC_STRUCT(r300_fragment_shader_code);
615             ptr->next = fs->first;
616             fs->first = fs->shader = ptr;
617 
618             memcpy(&ptr->compare_state, state, sizeof(*state));
619             r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
620             return true;
621         }
622     }
623 
624     return false;
625 }
626