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