r300g: enable clamping controls
[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 struct r300_rs_state *rs = r300->rs_state.state;
150 unsigned i;
151 unsigned char *swizzle;
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(texstate->sampler_views[i]->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 /* Pass depth texture swizzling to the compiler. */
170 if (texstate->sampler_views[i]) {
171 swizzle = texstate->sampler_views[i]->swizzle;
172
173 state->unit[i].depth_texture_swizzle =
174 RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
175 swizzle[2], swizzle[3]);
176 } else {
177 state->unit[i].depth_texture_swizzle = RC_SWIZZLE_XYZW;
178 }
179
180 /* Fortunately, no need to translate this. */
181 state->unit[i].texture_compare_func = s->state.compare_func;
182 }
183
184 state->unit[i].non_normalized_coords = !s->state.normalized_coords;
185
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;
191 break;
192
193 case PIPE_TEX_WRAP_MIRROR_REPEAT:
194 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
195 break;
196
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;
201 break;
202
203 default:
204 state->unit[i].wrap_mode = RC_WRAP_NONE;
205 }
206
207 if (t->b.b.b.target == PIPE_TEXTURE_3D)
208 state->unit[i].clamp_and_scale_before_fetch = TRUE;
209 }
210 }
211 }
212
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);
217
218 static void r300_dummy_fragment_shader(
219 struct r300_context* r300,
220 struct r300_fragment_shader_code* shader)
221 {
222 struct pipe_shader_state state;
223 struct ureg_program *ureg;
224 struct ureg_dst out;
225 struct ureg_src imm;
226
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);
231
232 ureg_MOV(ureg, out, imm);
233 ureg_END(ureg);
234
235 state.tokens = ureg_finalize(ureg);
236
237 shader->dummy = TRUE;
238 r300_translate_fragment_shader(r300, shader, state.tokens);
239
240 ureg_destroy(ureg);
241 }
242
243 static void r300_emit_fs_code_to_buffer(
244 struct r300_context *r300,
245 struct r300_fragment_shader_code *shader)
246 {
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;
252 unsigned i;
253 CB_LOCALS;
254
255 if (r300->screen->caps.is_r500) {
256 struct r500_fragment_program_code *code = &generic_code->code.r500;
257
258 shader->cb_code_size = 19 +
259 ((code->inst_end + 1) * 6) +
260 imm_count * 7 +
261 code->int_constant_count * 2;
262
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]);
270 }
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));
276
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);
286 }
287
288 /* Emit immediates. */
289 if (imm_count) {
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;
293
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);
299 }
300 }
301 }
302 } else { /* r300 */
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;
312
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) +
326 imm_count * 5;
327
328 NEW_CB(shader->cb_code, shader->cb_code_size);
329
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);
333
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);
341 }
342
343 OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
344 OUT_CB_TABLE(code->code_addr, 4);
345
346 do {
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;
351
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
355 }
356
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);
361
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);
365
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);
369
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);
373
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);
378 }
379 }
380
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);
384 }
385
386 alu_length -= bank_alu_length;
387 tex_length -= bank_tex_length;
388 bank++;
389 } while(code->r390_mode && (alu_length > 0 || tex_length > 0));
390
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);
396 }
397
398 /* Emit immediates. */
399 if (imm_count) {
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;
403
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]));
409 }
410 }
411 }
412 }
413
414 OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
415 OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
416 END_CB;
417 }
418
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)
423 {
424 struct r300_fragment_program_compiler compiler;
425 struct tgsi_to_rc ttr;
426 int wpos, face;
427 unsigned i;
428
429 tgsi_scan_shader(tokens, &shader->info);
430 r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
431
432 wpos = shader->inputs.wpos;
433 face = shader->inputs.face;
434
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;
440
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;
457
458 find_output_registers(&compiler, shader);
459
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;
464 }
465 }
466
467 if (compiler.Base.Debug & RC_DBG_LOG) {
468 DBG(r300, DBG_FP, "r300: Initial fragment program\n");
469 tgsi_dump(tokens, 0);
470 }
471
472 /* Translate TGSI to our internal representation */
473 ttr.compiler = &compiler.Base;
474 ttr.info = &shader->info;
475 ttr.use_half_swizzles = TRUE;
476
477 r300_tgsi_to_rc(&ttr, tokens);
478
479 if (ttr.error) {
480 fprintf(stderr, "r300 FP: Cannot translate a shader. "
481 "Using a dummy shader instead.\n");
482 r300_dummy_fragment_shader(r300, shader);
483 return;
484 }
485
486 if (!r300->screen->caps.is_r500 ||
487 compiler.Base.Program.Constants.Count > 200) {
488 compiler.Base.remove_unused_constants = TRUE;
489 }
490
491 /**
492 * Transform the program to support WPOS.
493 *
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);
501 }
502
503 if (face != ATTR_UNUSED) {
504 rc_transform_fragment_face(&compiler.Base, face);
505 }
506
507 /* Invoke the compiler */
508 r3xx_compile_fragment_program(&compiler);
509
510 if (compiler.Base.Error) {
511 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
512 " instead.\n", compiler.Base.ErrorMsg);
513
514 if (shader->dummy) {
515 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
516 "Giving up...\n");
517 abort();
518 }
519
520 rc_destroy(&compiler.Base);
521 r300_dummy_fragment_shader(r300, shader);
522 return;
523 }
524
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);
530 return;
531 }
532
533 /* Initialize numbers of constants for each type. */
534 shader->externals_count = 0;
535 for (i = 0;
536 i < shader->code.constants.Count &&
537 shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
538 shader->externals_count = i+1;
539 }
540 shader->immediates_count = 0;
541 shader->rc_state_count = 0;
542
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;
547 break;
548 case RC_CONSTANT_STATE:
549 ++shader->rc_state_count;
550 break;
551 default:
552 assert(0);
553 }
554 }
555
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;
560 } else {
561 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
562 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
563 }
564
565 /* And, finally... */
566 rc_destroy(&compiler.Base);
567
568 /* Build the command buffer. */
569 r300_emit_fs_code_to_buffer(r300, shader);
570 }
571
572 boolean r300_pick_fragment_shader(struct r300_context* r300)
573 {
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;
577
578 get_external_state(r300, &state);
579
580 if (!fs->first) {
581 /* Build the fragment shader for the first time. */
582 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
583
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);
587 return TRUE;
588
589 } else {
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. */
594 ptr = fs->first;
595 while (ptr) {
596 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
597 if (fs->shader != ptr) {
598 fs->shader = ptr;
599 return TRUE;
600 }
601 /* The currently-bound one is OK. */
602 return FALSE;
603 }
604 ptr = ptr->next;
605 }
606
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;
611
612 ptr->compare_state = state;
613 r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
614 return TRUE;
615 }
616 }
617
618 return FALSE;
619 }