+struct r300_fragment_shader {
+ /* Parent class */
+ struct pipe_shader_state state;
+
+ struct tgsi_shader_info info;
+ struct r300_shader_semantics inputs;
+
+ /* Bits 0-15: TRUE if it's a shadow sampler, FALSE otherwise. */
+ unsigned shadow_samplers;
+
+ /* Currently-bound fragment shader. */
+ struct r300_fragment_shader_code* shader;
+
+ /* List of the same shaders compiled with different texture-compare
+ * states. */
+ struct r300_fragment_shader_code* first;
+};
+
+void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
+ struct r300_shader_semantics* fs_inputs);
+
+/* Return TRUE if the shader was switched and should be re-emitted. */
+boolean r300_pick_fragment_shader(struct r300_context* r300);
+
+static INLINE boolean r300_fragment_shader_writes_depth(struct r300_fragment_shader *fs)
+{
+ if (!fs)
+ return FALSE;
+ return (fs->shader->code.writes_depth) ? TRUE : FALSE;
+}
+
+#endif /* R300_FS_H */