r300/compiler: Add support for the output modifier (OMOD)
[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 struct r300_rs_state *rs = r300->rs_state.state;
151 unsigned i;
152
153 state->frag_clamp = rs ? rs->rs.clamp_fragment_color : 0;
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 state->unit[i].non_normalized_coords = !s->state.normalized_coords;
174 state->unit[i].convert_unorm_to_snorm =
175 v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
176 v->base.format == PIPE_FORMAT_LATC1_SNORM;
177
178 /* Pass texture swizzling to the compiler, some lowering passes need it. */
179 if (v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
180 v->base.format == PIPE_FORMAT_LATC1_SNORM) {
181 unsigned char swizzle[4];
182
183 util_format_compose_swizzles(
184 util_format_description(v->base.format)->swizzle,
185 v->swizzle,
186 swizzle);
187
188 state->unit[i].texture_swizzle =
189 RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
190 swizzle[2], swizzle[3]);
191 } else 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.b.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
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(TGSI_PROCESSOR_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
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
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);
449 DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
450 DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0;
451
452 compiler.code = &shader->code;
453 compiler.state = shader->compare_state;
454 compiler.Base.is_r500 = r300->screen->caps.is_r500;
455 compiler.Base.is_r400 = r300->screen->caps.is_r400;
456 compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
457 compiler.Base.has_half_swizzles = TRUE;
458 compiler.Base.has_presub = TRUE;
459 compiler.Base.has_omod = TRUE;
460 compiler.Base.max_temp_regs =
461 compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32);
462 compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
463 compiler.Base.max_alu_insts =
464 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64;
465 compiler.Base.max_tex_insts =
466 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32;
467 compiler.AllocateHwInputs = &allocate_hardware_inputs;
468 compiler.UserData = &shader->inputs;
469
470 find_output_registers(&compiler, shader);
471
472 shader->write_all = FALSE;
473 for (i = 0; i < shader->info.num_properties; i++) {
474 if (shader->info.properties[i].name == TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS) {
475 shader->write_all = TRUE;
476 }
477 }
478
479 if (compiler.Base.Debug & RC_DBG_LOG) {
480 DBG(r300, DBG_FP, "r300: Initial fragment program\n");
481 tgsi_dump(tokens, 0);
482 }
483
484 /* Translate TGSI to our internal representation */
485 ttr.compiler = &compiler.Base;
486 ttr.info = &shader->info;
487 ttr.use_half_swizzles = TRUE;
488
489 r300_tgsi_to_rc(&ttr, tokens);
490
491 if (ttr.error) {
492 fprintf(stderr, "r300 FP: Cannot translate a shader. "
493 "Using a dummy shader instead.\n");
494 r300_dummy_fragment_shader(r300, shader);
495 return;
496 }
497
498 if (!r300->screen->caps.is_r500 ||
499 compiler.Base.Program.Constants.Count > 200) {
500 compiler.Base.remove_unused_constants = TRUE;
501 }
502
503 /**
504 * Transform the program to support WPOS.
505 *
506 * Introduce a small fragment at the start of the program that will be
507 * the only code that directly reads the WPOS input.
508 * All other code pieces that reference that input will be rewritten
509 * to read from a newly allocated temporary. */
510 if (wpos != ATTR_UNUSED) {
511 /* Moving the input to some other reg is not really necessary. */
512 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
513 }
514
515 if (face != ATTR_UNUSED) {
516 rc_transform_fragment_face(&compiler.Base, face);
517 }
518
519 /* Invoke the compiler */
520 r3xx_compile_fragment_program(&compiler);
521
522 if (compiler.Base.Error) {
523 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
524 " instead.\n", compiler.Base.ErrorMsg);
525
526 if (shader->dummy) {
527 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
528 "Giving up...\n");
529 abort();
530 }
531
532 rc_destroy(&compiler.Base);
533 r300_dummy_fragment_shader(r300, shader);
534 return;
535 }
536
537 /* Shaders with zero instructions are invalid,
538 * use the dummy shader instead. */
539 if (shader->code.code.r500.inst_end == -1) {
540 rc_destroy(&compiler.Base);
541 r300_dummy_fragment_shader(r300, shader);
542 return;
543 }
544
545 /* Initialize numbers of constants for each type. */
546 shader->externals_count = 0;
547 for (i = 0;
548 i < shader->code.constants.Count &&
549 shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
550 shader->externals_count = i+1;
551 }
552 shader->immediates_count = 0;
553 shader->rc_state_count = 0;
554
555 for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
556 switch (shader->code.constants.Constants[i].Type) {
557 case RC_CONSTANT_IMMEDIATE:
558 ++shader->immediates_count;
559 break;
560 case RC_CONSTANT_STATE:
561 ++shader->rc_state_count;
562 break;
563 default:
564 assert(0);
565 }
566 }
567
568 /* Setup shader depth output. */
569 if (shader->code.writes_depth) {
570 shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
571 shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
572 } else {
573 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
574 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
575 }
576
577 /* And, finally... */
578 rc_destroy(&compiler.Base);
579
580 /* Build the command buffer. */
581 r300_emit_fs_code_to_buffer(r300, shader);
582 }
583
584 boolean r300_pick_fragment_shader(struct r300_context* r300)
585 {
586 struct r300_fragment_shader* fs = r300_fs(r300);
587 struct r300_fragment_program_external_state state = {{{ 0 }}};
588 struct r300_fragment_shader_code* ptr;
589
590 get_external_state(r300, &state);
591
592 if (!fs->first) {
593 /* Build the fragment shader for the first time. */
594 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
595
596 memcpy(&fs->shader->compare_state, &state,
597 sizeof(struct r300_fragment_program_external_state));
598 r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
599 return TRUE;
600
601 } else {
602 /* Check if the currently-bound shader has been compiled
603 * with the texture-compare state we need. */
604 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
605 /* Search for the right shader. */
606 ptr = fs->first;
607 while (ptr) {
608 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
609 if (fs->shader != ptr) {
610 fs->shader = ptr;
611 return TRUE;
612 }
613 /* The currently-bound one is OK. */
614 return FALSE;
615 }
616 ptr = ptr->next;
617 }
618
619 /* Not found, gotta compile a new one. */
620 ptr = CALLOC_STRUCT(r300_fragment_shader_code);
621 ptr->next = fs->first;
622 fs->first = fs->shader = ptr;
623
624 ptr->compare_state = state;
625 r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
626 return TRUE;
627 }
628 }
629
630 return FALSE;
631 }