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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  * 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