tgsi: simplify shader properties in tgsi_shader_info
[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_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. */
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_GENERIC:
62 assert(index < ATTR_GENERIC_COUNT);
63 fs_inputs->generic[index] = i;
64 break;
65
66 case TGSI_SEMANTIC_FOG:
67 assert(index == 0);
68 fs_inputs->fog = i;
69 break;
70
71 case TGSI_SEMANTIC_POSITION:
72 assert(index == 0);
73 fs_inputs->wpos = i;
74 break;
75
76 case TGSI_SEMANTIC_FACE:
77 assert(index == 0);
78 fs_inputs->face = i;
79 break;
80
81 default:
82 fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
83 info->input_semantic_name[i]);
84 }
85 }
86 }
87
88 static void find_output_registers(struct r300_fragment_program_compiler * compiler,
89 struct r300_fragment_shader_code *shader)
90 {
91 unsigned i, colorbuf_count = 0;
92
93 /* Mark the outputs as not present initially */
94 compiler->OutputColor[0] = shader->info.num_outputs;
95 compiler->OutputColor[1] = shader->info.num_outputs;
96 compiler->OutputColor[2] = shader->info.num_outputs;
97 compiler->OutputColor[3] = shader->info.num_outputs;
98 compiler->OutputDepth = shader->info.num_outputs;
99
100 /* Now see where they really are. */
101 for(i = 0; i < shader->info.num_outputs; ++i) {
102 switch(shader->info.output_semantic_name[i]) {
103 case TGSI_SEMANTIC_COLOR:
104 compiler->OutputColor[colorbuf_count] = i;
105 colorbuf_count++;
106 break;
107 case TGSI_SEMANTIC_POSITION:
108 compiler->OutputDepth = i;
109 break;
110 }
111 }
112 }
113
114 static void allocate_hardware_inputs(
115 struct r300_fragment_program_compiler * c,
116 void (*allocate)(void * data, unsigned input, unsigned hwreg),
117 void * mydata)
118 {
119 struct r300_shader_semantics* inputs =
120 (struct r300_shader_semantics*)c->UserData;
121 int i, reg = 0;
122
123 /* Allocate input registers. */
124 for (i = 0; i < ATTR_COLOR_COUNT; i++) {
125 if (inputs->color[i] != ATTR_UNUSED) {
126 allocate(mydata, inputs->color[i], reg++);
127 }
128 }
129 if (inputs->face != ATTR_UNUSED) {
130 allocate(mydata, inputs->face, reg++);
131 }
132 for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
133 if (inputs->generic[i] != ATTR_UNUSED) {
134 allocate(mydata, inputs->generic[i], reg++);
135 }
136 }
137 if (inputs->fog != ATTR_UNUSED) {
138 allocate(mydata, inputs->fog, reg++);
139 }
140 if (inputs->wpos != ATTR_UNUSED) {
141 allocate(mydata, inputs->wpos, reg++);
142 }
143 }
144
145 static void get_external_state(
146 struct r300_context* r300,
147 struct r300_fragment_program_external_state* state)
148 {
149 struct r300_textures_state *texstate = r300->textures_state.state;
150 unsigned i;
151
152 state->alpha_to_one = r300->alpha_to_one && r300->msaa_enable;
153
154 for (i = 0; i < texstate->sampler_state_count; i++) {
155 struct r300_sampler_state *s = texstate->sampler_states[i];
156 struct r300_sampler_view *v = texstate->sampler_views[i];
157 struct r300_resource *t;
158
159 if (!s || !v) {
160 continue;
161 }
162
163 t = r300_resource(v->base.texture);
164
165 if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
166 state->unit[i].compare_mode_enabled = 1;
167
168 /* Fortunately, no need to translate this. */
169 state->unit[i].texture_compare_func = s->state.compare_func;
170 }
171
172 state->unit[i].non_normalized_coords = !s->state.normalized_coords;
173 state->unit[i].convert_unorm_to_snorm =
174 v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
175 v->base.format == PIPE_FORMAT_LATC1_SNORM;
176
177 /* Pass texture swizzling to the compiler, some lowering passes need it. */
178 if (v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
179 v->base.format == PIPE_FORMAT_LATC1_SNORM) {
180 unsigned char swizzle[4];
181
182 util_format_compose_swizzles(
183 util_format_description(v->base.format)->swizzle,
184 v->swizzle,
185 swizzle);
186
187 state->unit[i].texture_swizzle =
188 RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
189 swizzle[2], swizzle[3]);
190 } else if (state->unit[i].compare_mode_enabled) {
191 state->unit[i].texture_swizzle =
192 RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1],
193 v->swizzle[2], v->swizzle[3]);
194 }
195
196 /* XXX this should probably take into account STR, not just S. */
197 if (t->tex.is_npot) {
198 switch (s->state.wrap_s) {
199 case PIPE_TEX_WRAP_REPEAT:
200 state->unit[i].wrap_mode = RC_WRAP_REPEAT;
201 break;
202
203 case PIPE_TEX_WRAP_MIRROR_REPEAT:
204 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
205 break;
206
207 case PIPE_TEX_WRAP_MIRROR_CLAMP:
208 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
209 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
210 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
211 break;
212
213 default:
214 state->unit[i].wrap_mode = RC_WRAP_NONE;
215 }
216
217 if (t->b.b.target == PIPE_TEXTURE_3D)
218 state->unit[i].clamp_and_scale_before_fetch = TRUE;
219 }
220 }
221 }
222
223 static void r300_translate_fragment_shader(
224 struct r300_context* r300,
225 struct r300_fragment_shader_code* shader,
226 const struct tgsi_token *tokens);
227
228 static void r300_dummy_fragment_shader(
229 struct r300_context* r300,
230 struct r300_fragment_shader_code* shader)
231 {
232 struct pipe_shader_state state;
233 struct ureg_program *ureg;
234 struct ureg_dst out;
235 struct ureg_src imm;
236
237 /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
238 ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
239 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
240 imm = ureg_imm4f(ureg, 0, 0, 0, 1);
241
242 ureg_MOV(ureg, out, imm);
243 ureg_END(ureg);
244
245 state.tokens = ureg_finalize(ureg);
246
247 shader->dummy = TRUE;
248 r300_translate_fragment_shader(r300, shader, state.tokens);
249
250 ureg_destroy(ureg);
251 }
252
253 static void r300_emit_fs_code_to_buffer(
254 struct r300_context *r300,
255 struct r300_fragment_shader_code *shader)
256 {
257 struct rX00_fragment_program_code *generic_code = &shader->code;
258 unsigned imm_count = shader->immediates_count;
259 unsigned imm_first = shader->externals_count;
260 unsigned imm_end = generic_code->constants.Count;
261 struct rc_constant *constants = generic_code->constants.Constants;
262 unsigned i;
263 CB_LOCALS;
264
265 if (r300->screen->caps.is_r500) {
266 struct r500_fragment_program_code *code = &generic_code->code.r500;
267
268 shader->cb_code_size = 19 +
269 ((code->inst_end + 1) * 6) +
270 imm_count * 7 +
271 code->int_constant_count * 2;
272
273 NEW_CB(shader->cb_code, shader->cb_code_size);
274 OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
275 OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
276 OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
277 for(i = 0; i < code->int_constant_count; i++){
278 OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
279 code->int_constants[i]);
280 }
281 OUT_CB_REG(R500_US_CODE_RANGE,
282 R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
283 OUT_CB_REG(R500_US_CODE_OFFSET, 0);
284 OUT_CB_REG(R500_US_CODE_ADDR,
285 R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
286
287 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
288 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
289 for (i = 0; i <= code->inst_end; i++) {
290 OUT_CB(code->inst[i].inst0);
291 OUT_CB(code->inst[i].inst1);
292 OUT_CB(code->inst[i].inst2);
293 OUT_CB(code->inst[i].inst3);
294 OUT_CB(code->inst[i].inst4);
295 OUT_CB(code->inst[i].inst5);
296 }
297
298 /* Emit immediates. */
299 if (imm_count) {
300 for(i = imm_first; i < imm_end; ++i) {
301 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
302 const float *data = constants[i].u.Immediate;
303
304 OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
305 R500_GA_US_VECTOR_INDEX_TYPE_CONST |
306 (i & R500_GA_US_VECTOR_INDEX_MASK));
307 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
308 OUT_CB_TABLE(data, 4);
309 }
310 }
311 }
312 } else { /* r300 */
313 struct r300_fragment_program_code *code = &generic_code->code.r300;
314 unsigned int alu_length = code->alu.length;
315 unsigned int alu_iterations = ((alu_length - 1) / 64) + 1;
316 unsigned int tex_length = code->tex.length;
317 unsigned int tex_iterations =
318 tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0;
319 unsigned int iterations =
320 alu_iterations > tex_iterations ? alu_iterations : tex_iterations;
321 unsigned int bank = 0;
322
323 shader->cb_code_size = 15 +
324 /* R400_US_CODE_BANK */
325 (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) +
326 /* R400_US_CODE_EXT */
327 (r300->screen->caps.is_r400 ? 2 : 0) +
328 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */
329 (code->r390_mode ? (5 * alu_iterations) : 4) +
330 /* R400_US_ALU_EXT_ADDR_[0-63] */
331 (code->r390_mode ? (code->alu.length) : 0) +
332 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */
333 code->alu.length * 4 +
334 /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */
335 (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) +
336 imm_count * 5;
337
338 NEW_CB(shader->cb_code, shader->cb_code_size);
339
340 OUT_CB_REG(R300_US_CONFIG, code->config);
341 OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
342 OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
343
344 if (code->r390_mode) {
345 OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext);
346 } else if (r300->screen->caps.is_r400) {
347 /* This register appears to affect shaders even if r390_mode is
348 * disabled, so it needs to be set to 0 for shaders that
349 * don't use r390_mode. */
350 OUT_CB_REG(R400_US_CODE_EXT, 0);
351 }
352
353 OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
354 OUT_CB_TABLE(code->code_addr, 4);
355
356 do {
357 unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64);
358 unsigned int bank_alu_offset = bank * 64;
359 unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32);
360 unsigned int bank_tex_offset = bank * 32;
361
362 if (r300->screen->caps.is_r400) {
363 OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ?
364 (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2
365 }
366
367 if (bank_alu_length > 0) {
368 OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length);
369 for (i = 0; i < bank_alu_length; i++)
370 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst);
371
372 OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length);
373 for (i = 0; i < bank_alu_length; i++)
374 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr);
375
376 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length);
377 for (i = 0; i < bank_alu_length; i++)
378 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst);
379
380 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length);
381 for (i = 0; i < bank_alu_length; i++)
382 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr);
383
384 if (code->r390_mode) {
385 OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length);
386 for (i = 0; i < bank_alu_length; i++)
387 OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr);
388 }
389 }
390
391 if (bank_tex_length > 0) {
392 OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length);
393 OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length);
394 }
395
396 alu_length -= bank_alu_length;
397 tex_length -= bank_tex_length;
398 bank++;
399 } while(code->r390_mode && (alu_length > 0 || tex_length > 0));
400
401 /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders
402 * will be rendered incorrectly. */
403 if (r300->screen->caps.is_r400) {
404 OUT_CB_REG(R400_US_CODE_BANK,
405 code->r390_mode ? R400_R390_MODE_ENABLE : 0);
406 }
407
408 /* Emit immediates. */
409 if (imm_count) {
410 for(i = imm_first; i < imm_end; ++i) {
411 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
412 const float *data = constants[i].u.Immediate;
413
414 OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
415 OUT_CB(pack_float24(data[0]));
416 OUT_CB(pack_float24(data[1]));
417 OUT_CB(pack_float24(data[2]));
418 OUT_CB(pack_float24(data[3]));
419 }
420 }
421 }
422 }
423
424 OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
425 OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
426 END_CB;
427 }
428
429 static void r300_translate_fragment_shader(
430 struct r300_context* r300,
431 struct r300_fragment_shader_code* shader,
432 const struct tgsi_token *tokens)
433 {
434 struct r300_fragment_program_compiler compiler;
435 struct tgsi_to_rc ttr;
436 int wpos, face;
437 unsigned i;
438
439 tgsi_scan_shader(tokens, &shader->info);
440 r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
441
442 wpos = shader->inputs.wpos;
443 face = shader->inputs.face;
444
445 /* Setup the compiler. */
446 memset(&compiler, 0, sizeof(compiler));
447 rc_init(&compiler.Base, &r300->fs_regalloc_state);
448 DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
449 DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0;
450
451 compiler.code = &shader->code;
452 compiler.state = shader->compare_state;
453 compiler.Base.is_r500 = r300->screen->caps.is_r500;
454 compiler.Base.is_r400 = r300->screen->caps.is_r400;
455 compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
456 compiler.Base.has_half_swizzles = TRUE;
457 compiler.Base.has_presub = TRUE;
458 compiler.Base.has_omod = TRUE;
459 compiler.Base.max_temp_regs =
460 compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32);
461 compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
462 compiler.Base.max_alu_insts =
463 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64;
464 compiler.Base.max_tex_insts =
465 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32;
466 compiler.AllocateHwInputs = &allocate_hardware_inputs;
467 compiler.UserData = &shader->inputs;
468
469 find_output_registers(&compiler, shader);
470
471 shader->write_all =
472 shader->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS][0];
473
474 if (compiler.Base.Debug & RC_DBG_LOG) {
475 DBG(r300, DBG_FP, "r300: Initial fragment program\n");
476 tgsi_dump(tokens, 0);
477 }
478
479 /* Translate TGSI to our internal representation */
480 ttr.compiler = &compiler.Base;
481 ttr.info = &shader->info;
482 ttr.use_half_swizzles = TRUE;
483
484 r300_tgsi_to_rc(&ttr, tokens);
485
486 if (ttr.error) {
487 fprintf(stderr, "r300 FP: Cannot translate a shader. "
488 "Using a dummy shader instead.\n");
489 r300_dummy_fragment_shader(r300, shader);
490 return;
491 }
492
493 if (!r300->screen->caps.is_r500 ||
494 compiler.Base.Program.Constants.Count > 200) {
495 compiler.Base.remove_unused_constants = TRUE;
496 }
497
498 /**
499 * Transform the program to support WPOS.
500 *
501 * Introduce a small fragment at the start of the program that will be
502 * the only code that directly reads the WPOS input.
503 * All other code pieces that reference that input will be rewritten
504 * to read from a newly allocated temporary. */
505 if (wpos != ATTR_UNUSED) {
506 /* Moving the input to some other reg is not really necessary. */
507 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
508 }
509
510 if (face != ATTR_UNUSED) {
511 rc_transform_fragment_face(&compiler.Base, face);
512 }
513
514 /* Invoke the compiler */
515 r3xx_compile_fragment_program(&compiler);
516
517 if (compiler.Base.Error) {
518 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
519 " instead.\n", compiler.Base.ErrorMsg);
520
521 if (shader->dummy) {
522 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
523 "Giving up...\n");
524 abort();
525 }
526
527 rc_destroy(&compiler.Base);
528 r300_dummy_fragment_shader(r300, shader);
529 return;
530 }
531
532 /* Shaders with zero instructions are invalid,
533 * use the dummy shader instead. */
534 if (shader->code.code.r500.inst_end == -1) {
535 rc_destroy(&compiler.Base);
536 r300_dummy_fragment_shader(r300, shader);
537 return;
538 }
539
540 /* Initialize numbers of constants for each type. */
541 shader->externals_count = 0;
542 for (i = 0;
543 i < shader->code.constants.Count &&
544 shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
545 shader->externals_count = i+1;
546 }
547 shader->immediates_count = 0;
548 shader->rc_state_count = 0;
549
550 for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
551 switch (shader->code.constants.Constants[i].Type) {
552 case RC_CONSTANT_IMMEDIATE:
553 ++shader->immediates_count;
554 break;
555 case RC_CONSTANT_STATE:
556 ++shader->rc_state_count;
557 break;
558 default:
559 assert(0);
560 }
561 }
562
563 /* Setup shader depth output. */
564 if (shader->code.writes_depth) {
565 shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
566 shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
567 } else {
568 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
569 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
570 }
571
572 /* And, finally... */
573 rc_destroy(&compiler.Base);
574
575 /* Build the command buffer. */
576 r300_emit_fs_code_to_buffer(r300, shader);
577 }
578
579 boolean r300_pick_fragment_shader(struct r300_context* r300)
580 {
581 struct r300_fragment_shader* fs = r300_fs(r300);
582 struct r300_fragment_program_external_state state = {{{ 0 }}};
583 struct r300_fragment_shader_code* ptr;
584
585 get_external_state(r300, &state);
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,
592 sizeof(struct r300_fragment_program_external_state));
593 r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
594 return TRUE;
595
596 } else {
597 /* Check if the currently-bound shader has been compiled
598 * with the texture-compare state we need. */
599 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
600 /* Search for the right shader. */
601 ptr = fs->first;
602 while (ptr) {
603 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
604 if (fs->shader != ptr) {
605 fs->shader = ptr;
606 return TRUE;
607 }
608 /* The currently-bound one is OK. */
609 return FALSE;
610 }
611 ptr = ptr->next;
612 }
613
614 /* Not found, gotta compile a new one. */
615 ptr = CALLOC_STRUCT(r300_fragment_shader_code);
616 ptr->next = fs->first;
617 fs->first = fs->shader = ptr;
618
619 ptr->compare_state = state;
620 r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
621 return TRUE;
622 }
623 }
624
625 return FALSE;
626 }