2 * Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
3 * Joakim Sindholt <opensource@zhasha.com>
4 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
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:
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
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. */
25 #include "util/u_math.h"
26 #include "util/u_memory.h"
28 #include "tgsi/tgsi_dump.h"
29 #include "tgsi/tgsi_ureg.h"
32 #include "r300_context.h"
33 #include "r300_emit.h"
34 #include "r300_screen.h"
37 #include "r300_tgsi_to_rc.h"
39 #include "radeon_code.h"
40 #include "radeon_compiler.h"
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
)
49 r300_shader_semantics_reset(fs_inputs
);
51 for (i
= 0; i
< info
->num_inputs
; i
++) {
52 index
= info
->input_semantic_index
[i
];
54 switch (info
->input_semantic_name
[i
]) {
55 case TGSI_SEMANTIC_COLOR
:
56 assert(index
< ATTR_COLOR_COUNT
);
57 fs_inputs
->color
[index
] = i
;
60 case TGSI_SEMANTIC_GENERIC
:
61 assert(index
< ATTR_GENERIC_COUNT
);
62 fs_inputs
->generic
[index
] = i
;
65 case TGSI_SEMANTIC_FOG
:
70 case TGSI_SEMANTIC_POSITION
:
75 case TGSI_SEMANTIC_FACE
:
81 fprintf(stderr
, "r300: FP: Unknown input semantic: %i\n",
82 info
->input_semantic_name
[i
]);
87 static void find_output_registers(struct r300_fragment_program_compiler
* compiler
,
88 struct r300_fragment_shader_code
*shader
)
90 unsigned i
, colorbuf_count
= 0;
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
;
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
;
106 case TGSI_SEMANTIC_POSITION
:
107 compiler
->OutputDepth
= i
;
113 static void allocate_hardware_inputs(
114 struct r300_fragment_program_compiler
* c
,
115 void (*allocate
)(void * data
, unsigned input
, unsigned hwreg
),
118 struct r300_shader_semantics
* inputs
=
119 (struct r300_shader_semantics
*)c
->UserData
;
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
++);
128 if (inputs
->face
!= ATTR_UNUSED
) {
129 allocate(mydata
, inputs
->face
, reg
++);
131 for (i
= 0; i
< ATTR_GENERIC_COUNT
; i
++) {
132 if (inputs
->generic
[i
] != ATTR_UNUSED
) {
133 allocate(mydata
, inputs
->generic
[i
], reg
++);
136 if (inputs
->fog
!= ATTR_UNUSED
) {
137 allocate(mydata
, inputs
->fog
, reg
++);
139 if (inputs
->wpos
!= ATTR_UNUSED
) {
140 allocate(mydata
, inputs
->wpos
, reg
++);
144 static void get_external_state(
145 struct r300_context
* r300
,
146 struct r300_fragment_program_external_state
* state
)
148 struct r300_textures_state
*texstate
= r300
->textures_state
.state
;
149 struct r300_rs_state
*rs
= r300
->rs_state
.state
;
151 unsigned char *swizzle
;
153 state
->frag_clamp
= rs
? rs
->rs
.clamp_fragment_color
: 0;
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
;
164 t
= r300_resource(texstate
->sampler_views
[i
]->base
.texture
);
166 if (s
->state
.compare_mode
== PIPE_TEX_COMPARE_R_TO_TEXTURE
) {
167 state
->unit
[i
].compare_mode_enabled
= 1;
169 /* Pass depth texture swizzling to the compiler. */
170 if (texstate
->sampler_views
[i
]) {
171 swizzle
= texstate
->sampler_views
[i
]->swizzle
;
173 state
->unit
[i
].depth_texture_swizzle
=
174 RC_MAKE_SWIZZLE(swizzle
[0], swizzle
[1],
175 swizzle
[2], swizzle
[3]);
177 state
->unit
[i
].depth_texture_swizzle
= RC_SWIZZLE_XYZW
;
180 /* Fortunately, no need to translate this. */
181 state
->unit
[i
].texture_compare_func
= s
->state
.compare_func
;
184 state
->unit
[i
].non_normalized_coords
= !s
->state
.normalized_coords
;
186 /* XXX this should probably take into account STR, not just S. */
187 if (t
->tex
.is_npot
) {
188 switch (s
->state
.wrap_s
) {
189 case PIPE_TEX_WRAP_REPEAT
:
190 state
->unit
[i
].wrap_mode
= RC_WRAP_REPEAT
;
193 case PIPE_TEX_WRAP_MIRROR_REPEAT
:
194 state
->unit
[i
].wrap_mode
= RC_WRAP_MIRRORED_REPEAT
;
197 case PIPE_TEX_WRAP_MIRROR_CLAMP
:
198 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
:
199 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
:
200 state
->unit
[i
].wrap_mode
= RC_WRAP_MIRRORED_CLAMP
;
204 state
->unit
[i
].wrap_mode
= RC_WRAP_NONE
;
207 if (t
->b
.b
.b
.target
== PIPE_TEXTURE_3D
)
208 state
->unit
[i
].clamp_and_scale_before_fetch
= TRUE
;
213 static void r300_translate_fragment_shader(
214 struct r300_context
* r300
,
215 struct r300_fragment_shader_code
* shader
,
216 const struct tgsi_token
*tokens
);
218 static void r300_dummy_fragment_shader(
219 struct r300_context
* r300
,
220 struct r300_fragment_shader_code
* shader
)
222 struct pipe_shader_state state
;
223 struct ureg_program
*ureg
;
227 /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
228 ureg
= ureg_create(TGSI_PROCESSOR_FRAGMENT
);
229 out
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_COLOR
, 0);
230 imm
= ureg_imm4f(ureg
, 0, 0, 0, 1);
232 ureg_MOV(ureg
, out
, imm
);
235 state
.tokens
= ureg_finalize(ureg
);
237 shader
->dummy
= TRUE
;
238 r300_translate_fragment_shader(r300
, shader
, state
.tokens
);
243 static void r300_emit_fs_code_to_buffer(
244 struct r300_context
*r300
,
245 struct r300_fragment_shader_code
*shader
)
247 struct rX00_fragment_program_code
*generic_code
= &shader
->code
;
248 unsigned imm_count
= shader
->immediates_count
;
249 unsigned imm_first
= shader
->externals_count
;
250 unsigned imm_end
= generic_code
->constants
.Count
;
251 struct rc_constant
*constants
= generic_code
->constants
.Constants
;
255 if (r300
->screen
->caps
.is_r500
) {
256 struct r500_fragment_program_code
*code
= &generic_code
->code
.r500
;
258 shader
->cb_code_size
= 19 +
259 ((code
->inst_end
+ 1) * 6) +
261 code
->int_constant_count
* 2;
263 NEW_CB(shader
->cb_code
, shader
->cb_code_size
);
264 OUT_CB_REG(R500_US_CONFIG
, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO
);
265 OUT_CB_REG(R500_US_PIXSIZE
, code
->max_temp_idx
);
266 OUT_CB_REG(R500_US_FC_CTRL
, code
->us_fc_ctrl
);
267 for(i
= 0; i
< code
->int_constant_count
; i
++){
268 OUT_CB_REG(R500_US_FC_INT_CONST_0
+ (i
* 4),
269 code
->int_constants
[i
]);
271 OUT_CB_REG(R500_US_CODE_RANGE
,
272 R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code
->inst_end
));
273 OUT_CB_REG(R500_US_CODE_OFFSET
, 0);
274 OUT_CB_REG(R500_US_CODE_ADDR
,
275 R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code
->inst_end
));
277 OUT_CB_REG(R500_GA_US_VECTOR_INDEX
, R500_GA_US_VECTOR_INDEX_TYPE_INSTR
);
278 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA
, (code
->inst_end
+ 1) * 6);
279 for (i
= 0; i
<= code
->inst_end
; i
++) {
280 OUT_CB(code
->inst
[i
].inst0
);
281 OUT_CB(code
->inst
[i
].inst1
);
282 OUT_CB(code
->inst
[i
].inst2
);
283 OUT_CB(code
->inst
[i
].inst3
);
284 OUT_CB(code
->inst
[i
].inst4
);
285 OUT_CB(code
->inst
[i
].inst5
);
288 /* Emit immediates. */
290 for(i
= imm_first
; i
< imm_end
; ++i
) {
291 if (constants
[i
].Type
== RC_CONSTANT_IMMEDIATE
) {
292 const float *data
= constants
[i
].u
.Immediate
;
294 OUT_CB_REG(R500_GA_US_VECTOR_INDEX
,
295 R500_GA_US_VECTOR_INDEX_TYPE_CONST
|
296 (i
& R500_GA_US_VECTOR_INDEX_MASK
));
297 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA
, 4);
298 OUT_CB_TABLE(data
, 4);
303 struct r300_fragment_program_code
*code
= &generic_code
->code
.r300
;
304 unsigned int alu_length
= code
->alu
.length
;
305 unsigned int alu_iterations
= ((alu_length
- 1) / 64) + 1;
306 unsigned int tex_length
= code
->tex
.length
;
307 unsigned int tex_iterations
=
308 tex_length
> 0 ? ((tex_length
- 1) / 32) + 1 : 0;
309 unsigned int iterations
=
310 alu_iterations
> tex_iterations
? alu_iterations
: tex_iterations
;
311 unsigned int bank
= 0;
313 shader
->cb_code_size
= 15 +
314 /* R400_US_CODE_BANK */
315 (r300
->screen
->caps
.is_r400
? 2 * (iterations
+ 1): 0) +
316 /* R400_US_CODE_EXT */
317 (r300
->screen
->caps
.is_r400
? 2 : 0) +
318 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */
319 (code
->r390_mode
? (5 * alu_iterations
) : 4) +
320 /* R400_US_ALU_EXT_ADDR_[0-63] */
321 (code
->r390_mode
? (code
->alu
.length
) : 0) +
322 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */
323 code
->alu
.length
* 4 +
324 /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */
325 (code
->tex
.length
> 0 ? code
->tex
.length
+ tex_iterations
: 0) +
328 NEW_CB(shader
->cb_code
, shader
->cb_code_size
);
330 OUT_CB_REG(R300_US_CONFIG
, code
->config
);
331 OUT_CB_REG(R300_US_PIXSIZE
, code
->pixsize
);
332 OUT_CB_REG(R300_US_CODE_OFFSET
, code
->code_offset
);
334 if (code
->r390_mode
) {
335 OUT_CB_REG(R400_US_CODE_EXT
, code
->r400_code_offset_ext
);
336 } else if (r300
->screen
->caps
.is_r400
) {
337 /* This register appears to affect shaders even if r390_mode is
338 * disabled, so it needs to be set to 0 for shaders that
339 * don't use r390_mode. */
340 OUT_CB_REG(R400_US_CODE_EXT
, 0);
343 OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0
, 4);
344 OUT_CB_TABLE(code
->code_addr
, 4);
347 unsigned int bank_alu_length
= (alu_length
< 64 ? alu_length
: 64);
348 unsigned int bank_alu_offset
= bank
* 64;
349 unsigned int bank_tex_length
= (tex_length
< 32 ? tex_length
: 32);
350 unsigned int bank_tex_offset
= bank
* 32;
352 if (r300
->screen
->caps
.is_r400
) {
353 OUT_CB_REG(R400_US_CODE_BANK
, code
->r390_mode
?
354 (bank
<< R400_BANK_SHIFT
) | R400_R390_MODE_ENABLE
: 0);//2
357 if (bank_alu_length
> 0) {
358 OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0
, bank_alu_length
);
359 for (i
= 0; i
< bank_alu_length
; i
++)
360 OUT_CB(code
->alu
.inst
[i
+ bank_alu_offset
].rgb_inst
);
362 OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0
, bank_alu_length
);
363 for (i
= 0; i
< bank_alu_length
; i
++)
364 OUT_CB(code
->alu
.inst
[i
+ bank_alu_offset
].rgb_addr
);
366 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0
, bank_alu_length
);
367 for (i
= 0; i
< bank_alu_length
; i
++)
368 OUT_CB(code
->alu
.inst
[i
+ bank_alu_offset
].alpha_inst
);
370 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0
, bank_alu_length
);
371 for (i
= 0; i
< bank_alu_length
; i
++)
372 OUT_CB(code
->alu
.inst
[i
+ bank_alu_offset
].alpha_addr
);
374 if (code
->r390_mode
) {
375 OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0
, bank_alu_length
);
376 for (i
= 0; i
< bank_alu_length
; i
++)
377 OUT_CB(code
->alu
.inst
[i
+ bank_alu_offset
].r400_ext_addr
);
381 if (bank_tex_length
> 0) {
382 OUT_CB_REG_SEQ(R300_US_TEX_INST_0
, bank_tex_length
);
383 OUT_CB_TABLE(code
->tex
.inst
+ bank_tex_offset
, bank_tex_length
);
386 alu_length
-= bank_alu_length
;
387 tex_length
-= bank_tex_length
;
389 } while(code
->r390_mode
&& (alu_length
> 0 || tex_length
> 0));
391 /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders
392 * will be rendered incorrectly. */
393 if (r300
->screen
->caps
.is_r400
) {
394 OUT_CB_REG(R400_US_CODE_BANK
,
395 code
->r390_mode
? R400_R390_MODE_ENABLE
: 0);
398 /* Emit immediates. */
400 for(i
= imm_first
; i
< imm_end
; ++i
) {
401 if (constants
[i
].Type
== RC_CONSTANT_IMMEDIATE
) {
402 const float *data
= constants
[i
].u
.Immediate
;
404 OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X
+ i
* 16, 4);
405 OUT_CB(pack_float24(data
[0]));
406 OUT_CB(pack_float24(data
[1]));
407 OUT_CB(pack_float24(data
[2]));
408 OUT_CB(pack_float24(data
[3]));
414 OUT_CB_REG(R300_FG_DEPTH_SRC
, shader
->fg_depth_src
);
415 OUT_CB_REG(R300_US_W_FMT
, shader
->us_out_w
);
419 static void r300_translate_fragment_shader(
420 struct r300_context
* r300
,
421 struct r300_fragment_shader_code
* shader
,
422 const struct tgsi_token
*tokens
)
424 struct r300_fragment_program_compiler compiler
;
425 struct tgsi_to_rc ttr
;
429 tgsi_scan_shader(tokens
, &shader
->info
);
430 r300_shader_read_fs_inputs(&shader
->info
, &shader
->inputs
);
432 wpos
= shader
->inputs
.wpos
;
433 face
= shader
->inputs
.face
;
435 /* Setup the compiler. */
436 memset(&compiler
, 0, sizeof(compiler
));
437 rc_init(&compiler
.Base
);
438 DBG_ON(r300
, DBG_FP
) ? compiler
.Base
.Debug
|= RC_DBG_LOG
: 0;
439 DBG_ON(r300
, DBG_P_STAT
) ? compiler
.Base
.Debug
|= RC_DBG_STATS
: 0;
441 compiler
.code
= &shader
->code
;
442 compiler
.state
= shader
->compare_state
;
443 compiler
.Base
.is_r500
= r300
->screen
->caps
.is_r500
;
444 compiler
.Base
.is_r400
= r300
->screen
->caps
.is_r400
;
445 compiler
.Base
.disable_optimizations
= DBG_ON(r300
, DBG_NO_OPT
);
446 compiler
.Base
.has_half_swizzles
= TRUE
;
447 compiler
.Base
.has_presub
= TRUE
;
448 compiler
.Base
.max_temp_regs
=
449 compiler
.Base
.is_r500
? 128 : (compiler
.Base
.is_r400
? 64 : 32);
450 compiler
.Base
.max_constants
= compiler
.Base
.is_r500
? 256 : 32;
451 compiler
.Base
.max_alu_insts
=
452 (compiler
.Base
.is_r500
|| compiler
.Base
.is_r400
) ? 512 : 64;
453 compiler
.Base
.max_tex_insts
=
454 (compiler
.Base
.is_r500
|| compiler
.Base
.is_r400
) ? 512 : 32;
455 compiler
.AllocateHwInputs
= &allocate_hardware_inputs
;
456 compiler
.UserData
= &shader
->inputs
;
458 find_output_registers(&compiler
, shader
);
460 shader
->write_all
= FALSE
;
461 for (i
= 0; i
< shader
->info
.num_properties
; i
++) {
462 if (shader
->info
.properties
[i
].name
== TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS
) {
463 shader
->write_all
= TRUE
;
467 if (compiler
.Base
.Debug
& RC_DBG_LOG
) {
468 DBG(r300
, DBG_FP
, "r300: Initial fragment program\n");
469 tgsi_dump(tokens
, 0);
472 /* Translate TGSI to our internal representation */
473 ttr
.compiler
= &compiler
.Base
;
474 ttr
.info
= &shader
->info
;
475 ttr
.use_half_swizzles
= TRUE
;
477 r300_tgsi_to_rc(&ttr
, tokens
);
480 fprintf(stderr
, "r300 FP: Cannot translate a shader. "
481 "Using a dummy shader instead.\n");
482 r300_dummy_fragment_shader(r300
, shader
);
486 if (!r300
->screen
->caps
.is_r500
||
487 compiler
.Base
.Program
.Constants
.Count
> 200) {
488 compiler
.Base
.remove_unused_constants
= TRUE
;
492 * Transform the program to support WPOS.
494 * Introduce a small fragment at the start of the program that will be
495 * the only code that directly reads the WPOS input.
496 * All other code pieces that reference that input will be rewritten
497 * to read from a newly allocated temporary. */
498 if (wpos
!= ATTR_UNUSED
) {
499 /* Moving the input to some other reg is not really necessary. */
500 rc_transform_fragment_wpos(&compiler
.Base
, wpos
, wpos
, TRUE
);
503 if (face
!= ATTR_UNUSED
) {
504 rc_transform_fragment_face(&compiler
.Base
, face
);
507 /* Invoke the compiler */
508 r3xx_compile_fragment_program(&compiler
);
510 if (compiler
.Base
.Error
) {
511 fprintf(stderr
, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
512 " instead.\n", compiler
.Base
.ErrorMsg
);
515 fprintf(stderr
, "r300 FP: Cannot compile the dummy shader! "
520 rc_destroy(&compiler
.Base
);
521 r300_dummy_fragment_shader(r300
, shader
);
525 /* Shaders with zero instructions are invalid,
526 * use the dummy shader instead. */
527 if (shader
->code
.code
.r500
.inst_end
== -1) {
528 rc_destroy(&compiler
.Base
);
529 r300_dummy_fragment_shader(r300
, shader
);
533 /* Initialize numbers of constants for each type. */
534 shader
->externals_count
= 0;
536 i
< shader
->code
.constants
.Count
&&
537 shader
->code
.constants
.Constants
[i
].Type
== RC_CONSTANT_EXTERNAL
; i
++) {
538 shader
->externals_count
= i
+1;
540 shader
->immediates_count
= 0;
541 shader
->rc_state_count
= 0;
543 for (i
= shader
->externals_count
; i
< shader
->code
.constants
.Count
; i
++) {
544 switch (shader
->code
.constants
.Constants
[i
].Type
) {
545 case RC_CONSTANT_IMMEDIATE
:
546 ++shader
->immediates_count
;
548 case RC_CONSTANT_STATE
:
549 ++shader
->rc_state_count
;
556 /* Setup shader depth output. */
557 if (shader
->code
.writes_depth
) {
558 shader
->fg_depth_src
= R300_FG_DEPTH_SRC_SHADER
;
559 shader
->us_out_w
= R300_W_FMT_W24
| R300_W_SRC_US
;
561 shader
->fg_depth_src
= R300_FG_DEPTH_SRC_SCAN
;
562 shader
->us_out_w
= R300_W_FMT_W0
| R300_W_SRC_US
;
565 /* And, finally... */
566 rc_destroy(&compiler
.Base
);
568 /* Build the command buffer. */
569 r300_emit_fs_code_to_buffer(r300
, shader
);
572 boolean
r300_pick_fragment_shader(struct r300_context
* r300
)
574 struct r300_fragment_shader
* fs
= r300_fs(r300
);
575 struct r300_fragment_program_external_state state
= {{{ 0 }}};
576 struct r300_fragment_shader_code
* ptr
;
578 get_external_state(r300
, &state
);
581 /* Build the fragment shader for the first time. */
582 fs
->first
= fs
->shader
= CALLOC_STRUCT(r300_fragment_shader_code
);
584 memcpy(&fs
->shader
->compare_state
, &state
,
585 sizeof(struct r300_fragment_program_external_state
));
586 r300_translate_fragment_shader(r300
, fs
->shader
, fs
->state
.tokens
);
590 /* Check if the currently-bound shader has been compiled
591 * with the texture-compare state we need. */
592 if (memcmp(&fs
->shader
->compare_state
, &state
, sizeof(state
)) != 0) {
593 /* Search for the right shader. */
596 if (memcmp(&ptr
->compare_state
, &state
, sizeof(state
)) == 0) {
597 if (fs
->shader
!= ptr
) {
601 /* The currently-bound one is OK. */
607 /* Not found, gotta compile a new one. */
608 ptr
= CALLOC_STRUCT(r300_fragment_shader_code
);
609 ptr
->next
= fs
->first
;
610 fs
->first
= fs
->shader
= ptr
;
612 ptr
->compare_state
= state
;
613 r300_translate_fragment_shader(r300
, ptr
, fs
->state
.tokens
);