r300g: consolidate buffers and textures to r300_resource
[mesa.git] / src / gallium / drivers / r300 / r300_fs.c
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/u_math.h"
26 #include "util/u_memory.h"
27
28 #include "tgsi/tgsi_dump.h"
29 #include "tgsi/tgsi_ureg.h"
30
31 #include "r300_cb.h"
32 #include "r300_context.h"
33 #include "r300_emit.h"
34 #include "r300_screen.h"
35 #include "r300_fs.h"
36 #include "r300_reg.h"
37 #include "r300_tgsi_to_rc.h"
38
39 #include "radeon_code.h"
40 #include "radeon_compiler.h"
41
42 /* Convert info about FS input semantics to r300_shader_semantics. */
43 void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
44 struct r300_shader_semantics* fs_inputs)
45 {
46 int i;
47 unsigned index;
48
49 r300_shader_semantics_reset(fs_inputs);
50
51 for (i = 0; i < info->num_inputs; i++) {
52 index = info->input_semantic_index[i];
53
54 switch (info->input_semantic_name[i]) {
55 case TGSI_SEMANTIC_COLOR:
56 assert(index < ATTR_COLOR_COUNT);
57 fs_inputs->color[index] = i;
58 break;
59
60 case TGSI_SEMANTIC_GENERIC:
61 assert(index < ATTR_GENERIC_COUNT);
62 fs_inputs->generic[index] = i;
63 break;
64
65 case TGSI_SEMANTIC_FOG:
66 assert(index == 0);
67 fs_inputs->fog = i;
68 break;
69
70 case TGSI_SEMANTIC_POSITION:
71 assert(index == 0);
72 fs_inputs->wpos = i;
73 break;
74
75 case TGSI_SEMANTIC_FACE:
76 assert(index == 0);
77 fs_inputs->face = i;
78 break;
79
80 default:
81 fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
82 info->input_semantic_name[i]);
83 }
84 }
85 }
86
87 static void find_output_registers(struct r300_fragment_program_compiler * compiler,
88 struct r300_fragment_shader_code *shader)
89 {
90 unsigned i, colorbuf_count = 0;
91
92 /* Mark the outputs as not present initially */
93 compiler->OutputColor[0] = shader->info.num_outputs;
94 compiler->OutputColor[1] = shader->info.num_outputs;
95 compiler->OutputColor[2] = shader->info.num_outputs;
96 compiler->OutputColor[3] = shader->info.num_outputs;
97 compiler->OutputDepth = shader->info.num_outputs;
98
99 /* Now see where they really are. */
100 for(i = 0; i < shader->info.num_outputs; ++i) {
101 switch(shader->info.output_semantic_name[i]) {
102 case TGSI_SEMANTIC_COLOR:
103 compiler->OutputColor[colorbuf_count] = i;
104 colorbuf_count++;
105 break;
106 case TGSI_SEMANTIC_POSITION:
107 compiler->OutputDepth = i;
108 break;
109 }
110 }
111 }
112
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
144 static void 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 unsigned char *swizzle;
151
152 for (i = 0; i < texstate->sampler_state_count; i++) {
153 struct r300_sampler_state *s = texstate->sampler_states[i];
154 struct r300_sampler_view *v = texstate->sampler_views[i];
155 struct r300_resource *t;
156
157 if (!s || !v) {
158 continue;
159 }
160
161 t = r300_resource(texstate->sampler_views[i]->base.texture);
162
163 if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
164 state->unit[i].compare_mode_enabled = 1;
165
166 /* Pass depth texture swizzling to the compiler. */
167 if (texstate->sampler_views[i]) {
168 swizzle = texstate->sampler_views[i]->swizzle;
169
170 state->unit[i].depth_texture_swizzle =
171 RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
172 swizzle[2], swizzle[3]);
173 } else {
174 state->unit[i].depth_texture_swizzle = RC_SWIZZLE_XYZW;
175 }
176
177 /* Fortunately, no need to translate this. */
178 state->unit[i].texture_compare_func = s->state.compare_func;
179 }
180
181 state->unit[i].non_normalized_coords = !s->state.normalized_coords;
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.b.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 const struct tgsi_token *tokens);
214
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(TGSI_PROCESSOR_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.tokens);
236
237 ureg_destroy(ureg);
238 }
239
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 OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
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
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);
435 DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
436 DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0;
437
438 compiler.code = &shader->code;
439 compiler.state = shader->compare_state;
440 compiler.Base.is_r500 = r300->screen->caps.is_r500;
441 compiler.Base.is_r400 = r300->screen->caps.is_r400;
442 compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
443 compiler.Base.has_half_swizzles = TRUE;
444 compiler.Base.has_presub = TRUE;
445 compiler.Base.max_temp_regs =
446 compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32);
447 compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
448 compiler.Base.max_alu_insts =
449 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64;
450 compiler.Base.max_tex_insts =
451 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32;
452 compiler.AllocateHwInputs = &allocate_hardware_inputs;
453 compiler.UserData = &shader->inputs;
454
455 find_output_registers(&compiler, shader);
456
457 shader->write_all = FALSE;
458 for (i = 0; i < shader->info.num_properties; i++) {
459 if (shader->info.properties[i].name == TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS) {
460 shader->write_all = TRUE;
461 }
462 }
463
464 if (compiler.Base.Debug & RC_DBG_LOG) {
465 DBG(r300, DBG_FP, "r300: Initial fragment program\n");
466 tgsi_dump(tokens, 0);
467 }
468
469 /* Translate TGSI to our internal representation */
470 ttr.compiler = &compiler.Base;
471 ttr.info = &shader->info;
472 ttr.use_half_swizzles = TRUE;
473
474 r300_tgsi_to_rc(&ttr, tokens);
475
476 if (ttr.error) {
477 fprintf(stderr, "r300 FP: Cannot translate a shader. "
478 "Using a dummy shader instead.\n");
479 r300_dummy_fragment_shader(r300, shader);
480 return;
481 }
482
483 if (!r300->screen->caps.is_r500 ||
484 compiler.Base.Program.Constants.Count > 200) {
485 compiler.Base.remove_unused_constants = TRUE;
486 }
487
488 /**
489 * Transform the program to support WPOS.
490 *
491 * Introduce a small fragment at the start of the program that will be
492 * the only code that directly reads the WPOS input.
493 * All other code pieces that reference that input will be rewritten
494 * to read from a newly allocated temporary. */
495 if (wpos != ATTR_UNUSED) {
496 /* Moving the input to some other reg is not really necessary. */
497 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
498 }
499
500 if (face != ATTR_UNUSED) {
501 rc_transform_fragment_face(&compiler.Base, face);
502 }
503
504 /* Invoke the compiler */
505 r3xx_compile_fragment_program(&compiler);
506
507 if (compiler.Base.Error) {
508 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
509 " instead.\n", compiler.Base.ErrorMsg);
510
511 if (shader->dummy) {
512 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
513 "Giving up...\n");
514 abort();
515 }
516
517 rc_destroy(&compiler.Base);
518 r300_dummy_fragment_shader(r300, shader);
519 return;
520 }
521
522 /* Shaders with zero instructions are invalid,
523 * use the dummy shader instead. */
524 if (shader->code.code.r500.inst_end == -1) {
525 rc_destroy(&compiler.Base);
526 r300_dummy_fragment_shader(r300, shader);
527 return;
528 }
529
530 /* Initialize numbers of constants for each type. */
531 shader->externals_count = 0;
532 for (i = 0;
533 i < shader->code.constants.Count &&
534 shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
535 shader->externals_count = i+1;
536 }
537 shader->immediates_count = 0;
538 shader->rc_state_count = 0;
539
540 for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
541 switch (shader->code.constants.Constants[i].Type) {
542 case RC_CONSTANT_IMMEDIATE:
543 ++shader->immediates_count;
544 break;
545 case RC_CONSTANT_STATE:
546 ++shader->rc_state_count;
547 break;
548 default:
549 assert(0);
550 }
551 }
552
553 /* Setup shader depth output. */
554 if (shader->code.writes_depth) {
555 shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
556 shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
557 } else {
558 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
559 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
560 }
561
562 /* And, finally... */
563 rc_destroy(&compiler.Base);
564
565 /* Build the command buffer. */
566 r300_emit_fs_code_to_buffer(r300, shader);
567 }
568
569 boolean r300_pick_fragment_shader(struct r300_context* r300)
570 {
571 struct r300_fragment_shader* fs = r300_fs(r300);
572 struct r300_fragment_program_external_state state = {{{ 0 }}};
573 struct r300_fragment_shader_code* ptr;
574
575 get_external_state(r300, &state);
576
577 if (!fs->first) {
578 /* Build the fragment shader for the first time. */
579 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
580
581 memcpy(&fs->shader->compare_state, &state,
582 sizeof(struct r300_fragment_program_external_state));
583 r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
584 return TRUE;
585
586 } else {
587 /* Check if the currently-bound shader has been compiled
588 * with the texture-compare state we need. */
589 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
590 /* Search for the right shader. */
591 ptr = fs->first;
592 while (ptr) {
593 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
594 if (fs->shader != ptr) {
595 fs->shader = ptr;
596 return TRUE;
597 }
598 /* The currently-bound one is OK. */
599 return FALSE;
600 }
601 ptr = ptr->next;
602 }
603
604 /* Not found, gotta compile a new one. */
605 ptr = CALLOC_STRUCT(r300_fragment_shader_code);
606 ptr->next = fs->first;
607 fs->first = fs->shader = ptr;
608
609 ptr->compare_state = state;
610 r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
611 return TRUE;
612 }
613 }
614
615 return FALSE;
616 }