* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
* USE OR OTHER DEALINGS IN THE SOFTWARE. */
+#include "util/u_format.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "tgsi/tgsi_dump.h"
+#include "tgsi/tgsi_ureg.h"
+#include "r300_cb.h"
#include "r300_context.h"
+#include "r300_emit.h"
#include "r300_screen.h"
#include "r300_fs.h"
+#include "r300_reg.h"
+#include "r300_texture.h"
#include "r300_tgsi_to_rc.h"
-#include "radeon_code.h"
-#include "radeon_compiler.h"
+#include "compiler/radeon_compiler.h"
/* Convert info about FS input semantics to r300_shader_semantics. */
void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
fs_inputs->wpos = i;
break;
+ case TGSI_SEMANTIC_FACE:
+ assert(index == 0);
+ fs_inputs->face = i;
+ break;
+
default:
- assert(0);
+ fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
+ info->input_semantic_name[i]);
}
}
}
static void find_output_registers(struct r300_fragment_program_compiler * compiler,
- struct r300_fragment_shader * fs)
+ struct r300_fragment_shader_code *shader)
{
unsigned i, colorbuf_count = 0;
/* Mark the outputs as not present initially */
- compiler->OutputColor[0] = fs->info.num_outputs;
- compiler->OutputColor[1] = fs->info.num_outputs;
- compiler->OutputColor[2] = fs->info.num_outputs;
- compiler->OutputColor[3] = fs->info.num_outputs;
- compiler->OutputDepth = fs->info.num_outputs;
+ compiler->OutputColor[0] = shader->info.num_outputs;
+ compiler->OutputColor[1] = shader->info.num_outputs;
+ compiler->OutputColor[2] = shader->info.num_outputs;
+ compiler->OutputColor[3] = shader->info.num_outputs;
+ compiler->OutputDepth = shader->info.num_outputs;
/* Now see where they really are. */
- for(i = 0; i < fs->info.num_outputs; ++i) {
- switch(fs->info.output_semantic_name[i]) {
+ for(i = 0; i < shader->info.num_outputs; ++i) {
+ switch(shader->info.output_semantic_name[i]) {
case TGSI_SEMANTIC_COLOR:
compiler->OutputColor[colorbuf_count] = i;
colorbuf_count++;
allocate(mydata, inputs->color[i], reg++);
}
}
+ if (inputs->face != ATTR_UNUSED) {
+ allocate(mydata, inputs->face, reg++);
+ }
for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
if (inputs->generic[i] != ATTR_UNUSED) {
allocate(mydata, inputs->generic[i], reg++);
}
}
-static void get_compare_state(
+static void get_external_state(
struct r300_context* r300,
- struct r300_fragment_program_external_state* state,
- unsigned shadow_samplers)
+ struct r300_fragment_program_external_state* state)
{
- struct r300_textures_state *texstate =
- (struct r300_textures_state*)r300->textures_state.state;
+ struct r300_textures_state *texstate = r300->textures_state.state;
+ unsigned i;
+
+ state->alpha_to_one = r300->alpha_to_one && r300->msaa_enable;
- memset(state, 0, sizeof(*state));
+ for (i = 0; i < texstate->sampler_state_count; i++) {
+ struct r300_sampler_state *s = texstate->sampler_states[i];
+ struct r300_sampler_view *v = texstate->sampler_views[i];
+ struct r300_resource *t;
- for (int i = 0; i < texstate->sampler_count; i++) {
- struct r300_sampler_state* s = texstate->sampler_states[i];
+ if (!s || !v) {
+ continue;
+ }
+
+ t = r300_resource(v->base.texture);
- if (s && s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- /* XXX Gallium doesn't provide us with any information regarding
- * this mode, so we are screwed. I'm setting 0 = LUMINANCE. */
- state->unit[i].depth_texture_mode = 0;
+ if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
+ state->unit[i].compare_mode_enabled = 1;
/* Fortunately, no need to translate this. */
state->unit[i].texture_compare_func = s->state.compare_func;
}
+
+ state->unit[i].non_normalized_coords = !s->state.normalized_coords;
+ state->unit[i].convert_unorm_to_snorm =
+ v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
+ v->base.format == PIPE_FORMAT_LATC1_SNORM;
+
+ /* Pass texture swizzling to the compiler, some lowering passes need it. */
+ if (v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
+ v->base.format == PIPE_FORMAT_LATC1_SNORM) {
+ unsigned char swizzle[4];
+
+ util_format_compose_swizzles(
+ util_format_description(v->base.format)->swizzle,
+ v->swizzle,
+ swizzle);
+
+ state->unit[i].texture_swizzle =
+ RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
+ swizzle[2], swizzle[3]);
+ } else if (state->unit[i].compare_mode_enabled) {
+ state->unit[i].texture_swizzle =
+ RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1],
+ v->swizzle[2], v->swizzle[3]);
+ }
+
+ /* XXX this should probably take into account STR, not just S. */
+ if (t->tex.is_npot) {
+ switch (s->state.wrap_s) {
+ case PIPE_TEX_WRAP_REPEAT:
+ state->unit[i].wrap_mode = RC_WRAP_REPEAT;
+ break;
+
+ case PIPE_TEX_WRAP_MIRROR_REPEAT:
+ state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
+ break;
+
+ case PIPE_TEX_WRAP_MIRROR_CLAMP:
+ case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
+ case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
+ state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
+ break;
+
+ default:
+ state->unit[i].wrap_mode = RC_WRAP_NONE;
+ }
+
+ if (t->b.b.target == PIPE_TEXTURE_3D)
+ state->unit[i].clamp_and_scale_before_fetch = TRUE;
+ }
}
}
static void r300_translate_fragment_shader(
+ struct r300_context* r300,
+ struct r300_fragment_shader_code* shader,
+ const struct tgsi_token *tokens);
+
+static void r300_dummy_fragment_shader(
struct r300_context* r300,
struct r300_fragment_shader_code* shader)
{
- struct r300_fragment_shader* fs = r300->fs;
+ struct pipe_shader_state state;
+ struct ureg_program *ureg;
+ struct ureg_dst out;
+ struct ureg_src imm;
+
+ /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
+ ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+ imm = ureg_imm4f(ureg, 0, 0, 0, 1);
+
+ ureg_MOV(ureg, out, imm);
+ ureg_END(ureg);
+
+ state.tokens = ureg_finalize(ureg);
+
+ shader->dummy = TRUE;
+ r300_translate_fragment_shader(r300, shader, state.tokens);
+
+ ureg_destroy(ureg);
+}
+
+static void r300_emit_fs_code_to_buffer(
+ struct r300_context *r300,
+ struct r300_fragment_shader_code *shader)
+{
+ struct rX00_fragment_program_code *generic_code = &shader->code;
+ unsigned imm_count = shader->immediates_count;
+ unsigned imm_first = shader->externals_count;
+ unsigned imm_end = generic_code->constants.Count;
+ struct rc_constant *constants = generic_code->constants.Constants;
+ unsigned i;
+ CB_LOCALS;
+
+ if (r300->screen->caps.is_r500) {
+ struct r500_fragment_program_code *code = &generic_code->code.r500;
+
+ shader->cb_code_size = 19 +
+ ((code->inst_end + 1) * 6) +
+ imm_count * 7 +
+ code->int_constant_count * 2;
+
+ NEW_CB(shader->cb_code, shader->cb_code_size);
+ OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
+ OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
+ OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
+ for(i = 0; i < code->int_constant_count; i++){
+ OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
+ code->int_constants[i]);
+ }
+ OUT_CB_REG(R500_US_CODE_RANGE,
+ R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
+ OUT_CB_REG(R500_US_CODE_OFFSET, 0);
+ OUT_CB_REG(R500_US_CODE_ADDR,
+ R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
+
+ OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
+ OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
+ for (i = 0; i <= code->inst_end; i++) {
+ OUT_CB(code->inst[i].inst0);
+ OUT_CB(code->inst[i].inst1);
+ OUT_CB(code->inst[i].inst2);
+ OUT_CB(code->inst[i].inst3);
+ OUT_CB(code->inst[i].inst4);
+ OUT_CB(code->inst[i].inst5);
+ }
+
+ /* Emit immediates. */
+ if (imm_count) {
+ for(i = imm_first; i < imm_end; ++i) {
+ if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
+ const float *data = constants[i].u.Immediate;
+
+ OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
+ R500_GA_US_VECTOR_INDEX_TYPE_CONST |
+ (i & R500_GA_US_VECTOR_INDEX_MASK));
+ OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
+ OUT_CB_TABLE(data, 4);
+ }
+ }
+ }
+ } else { /* r300 */
+ struct r300_fragment_program_code *code = &generic_code->code.r300;
+ unsigned int alu_length = code->alu.length;
+ unsigned int alu_iterations = ((alu_length - 1) / 64) + 1;
+ unsigned int tex_length = code->tex.length;
+ unsigned int tex_iterations =
+ tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0;
+ unsigned int iterations =
+ alu_iterations > tex_iterations ? alu_iterations : tex_iterations;
+ unsigned int bank = 0;
+
+ shader->cb_code_size = 15 +
+ /* R400_US_CODE_BANK */
+ (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) +
+ /* R400_US_CODE_EXT */
+ (r300->screen->caps.is_r400 ? 2 : 0) +
+ /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */
+ (code->r390_mode ? (5 * alu_iterations) : 4) +
+ /* R400_US_ALU_EXT_ADDR_[0-63] */
+ (code->r390_mode ? (code->alu.length) : 0) +
+ /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */
+ code->alu.length * 4 +
+ /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */
+ (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) +
+ imm_count * 5;
+
+ NEW_CB(shader->cb_code, shader->cb_code_size);
+
+ OUT_CB_REG(R300_US_CONFIG, code->config);
+ OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
+ OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
+
+ if (code->r390_mode) {
+ OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext);
+ } else if (r300->screen->caps.is_r400) {
+ /* This register appears to affect shaders even if r390_mode is
+ * disabled, so it needs to be set to 0 for shaders that
+ * don't use r390_mode. */
+ OUT_CB_REG(R400_US_CODE_EXT, 0);
+ }
+
+ OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
+ OUT_CB_TABLE(code->code_addr, 4);
+
+ do {
+ unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64);
+ unsigned int bank_alu_offset = bank * 64;
+ unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32);
+ unsigned int bank_tex_offset = bank * 32;
+
+ if (r300->screen->caps.is_r400) {
+ OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ?
+ (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2
+ }
+
+ if (bank_alu_length > 0) {
+ OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length);
+ for (i = 0; i < bank_alu_length; i++)
+ OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst);
+
+ OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length);
+ for (i = 0; i < bank_alu_length; i++)
+ OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr);
+
+ OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length);
+ for (i = 0; i < bank_alu_length; i++)
+ OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst);
+
+ OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length);
+ for (i = 0; i < bank_alu_length; i++)
+ OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr);
+
+ if (code->r390_mode) {
+ OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length);
+ for (i = 0; i < bank_alu_length; i++)
+ OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr);
+ }
+ }
+
+ if (bank_tex_length > 0) {
+ OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length);
+ OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length);
+ }
+
+ alu_length -= bank_alu_length;
+ tex_length -= bank_tex_length;
+ bank++;
+ } while(code->r390_mode && (alu_length > 0 || tex_length > 0));
+
+ /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders
+ * will be rendered incorrectly. */
+ if (r300->screen->caps.is_r400) {
+ OUT_CB_REG(R400_US_CODE_BANK,
+ code->r390_mode ? R400_R390_MODE_ENABLE : 0);
+ }
+
+ /* Emit immediates. */
+ if (imm_count) {
+ for(i = imm_first; i < imm_end; ++i) {
+ if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
+ const float *data = constants[i].u.Immediate;
+
+ OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
+ OUT_CB(pack_float24(data[0]));
+ OUT_CB(pack_float24(data[1]));
+ OUT_CB(pack_float24(data[2]));
+ OUT_CB(pack_float24(data[3]));
+ }
+ }
+ }
+ }
+
+ OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
+ OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
+ END_CB;
+}
+
+static void r300_translate_fragment_shader(
+ struct r300_context* r300,
+ struct r300_fragment_shader_code* shader,
+ const struct tgsi_token *tokens)
+{
struct r300_fragment_program_compiler compiler;
struct tgsi_to_rc ttr;
- int wpos = fs->inputs.wpos;
+ int wpos, face;
+ unsigned i;
+
+ tgsi_scan_shader(tokens, &shader->info);
+ r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
+
+ wpos = shader->inputs.wpos;
+ face = shader->inputs.face;
/* Setup the compiler. */
memset(&compiler, 0, sizeof(compiler));
- rc_init(&compiler.Base);
- compiler.Base.Debug = DBG_ON(r300, DBG_FP);
+ rc_init(&compiler.Base, &r300->fs_regalloc_state);
+ DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
+ DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0;
compiler.code = &shader->code;
compiler.state = shader->compare_state;
- compiler.is_r500 = r300->screen->caps.is_r500;
- compiler.max_temp_regs = compiler.is_r500 ? 128 : 32;
+ compiler.Base.is_r500 = r300->screen->caps.is_r500;
+ compiler.Base.is_r400 = r300->screen->caps.is_r400;
+ compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
+ compiler.Base.has_half_swizzles = TRUE;
+ compiler.Base.has_presub = TRUE;
+ compiler.Base.has_omod = TRUE;
+ compiler.Base.max_temp_regs =
+ compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32);
+ compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
+ compiler.Base.max_alu_insts =
+ (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64;
+ compiler.Base.max_tex_insts =
+ (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32;
compiler.AllocateHwInputs = &allocate_hardware_inputs;
- compiler.UserData = &fs->inputs;
+ compiler.UserData = &shader->inputs;
+
+ find_output_registers(&compiler, shader);
- find_output_registers(&compiler, fs);
+ shader->write_all = FALSE;
+ for (i = 0; i < shader->info.num_properties; i++) {
+ if (shader->info.properties[i].name == TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS) {
+ shader->write_all = TRUE;
+ }
+ }
- if (compiler.Base.Debug) {
- debug_printf("r300: Initial fragment program\n");
- tgsi_dump(fs->state.tokens, 0);
+ if (compiler.Base.Debug & RC_DBG_LOG) {
+ DBG(r300, DBG_FP, "r300: Initial fragment program\n");
+ tgsi_dump(tokens, 0);
}
/* Translate TGSI to our internal representation */
ttr.compiler = &compiler.Base;
- ttr.info = &fs->info;
+ ttr.info = &shader->info;
ttr.use_half_swizzles = TRUE;
- r300_tgsi_to_rc(&ttr, fs->state.tokens);
+ r300_tgsi_to_rc(&ttr, tokens);
- fs->shadow_samplers = compiler.Base.Program.ShadowSamplers;
+ if (ttr.error) {
+ fprintf(stderr, "r300 FP: Cannot translate a shader. "
+ "Using a dummy shader instead.\n");
+ r300_dummy_fragment_shader(r300, shader);
+ return;
+ }
+
+ if (!r300->screen->caps.is_r500 ||
+ compiler.Base.Program.Constants.Count > 200) {
+ compiler.Base.remove_unused_constants = TRUE;
+ }
/**
* Transform the program to support WPOS.
rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
}
+ if (face != ATTR_UNUSED) {
+ rc_transform_fragment_face(&compiler.Base, face);
+ }
+
/* Invoke the compiler */
r3xx_compile_fragment_program(&compiler);
+
if (compiler.Base.Error) {
- /* XXX failover maybe? */
- fprintf(stderr, "r300 FP: Compiler Error:\n%s",
- compiler.Base.ErrorMsg);
- abort();
+ fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
+ " instead.\n", compiler.Base.ErrorMsg);
+
+ if (shader->dummy) {
+ fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
+ "Giving up...\n");
+ abort();
+ }
+
+ rc_destroy(&compiler.Base);
+ r300_dummy_fragment_shader(r300, shader);
+ return;
+ }
+
+ /* Shaders with zero instructions are invalid,
+ * use the dummy shader instead. */
+ if (shader->code.code.r500.inst_end == -1) {
+ rc_destroy(&compiler.Base);
+ r300_dummy_fragment_shader(r300, shader);
+ return;
+ }
+
+ /* Initialize numbers of constants for each type. */
+ shader->externals_count = 0;
+ for (i = 0;
+ i < shader->code.constants.Count &&
+ shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
+ shader->externals_count = i+1;
+ }
+ shader->immediates_count = 0;
+ shader->rc_state_count = 0;
+
+ for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
+ switch (shader->code.constants.Constants[i].Type) {
+ case RC_CONSTANT_IMMEDIATE:
+ ++shader->immediates_count;
+ break;
+ case RC_CONSTANT_STATE:
+ ++shader->rc_state_count;
+ break;
+ default:
+ assert(0);
+ }
+ }
+
+ /* Setup shader depth output. */
+ if (shader->code.writes_depth) {
+ shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
+ shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
+ } else {
+ shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
+ shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
}
/* And, finally... */
rc_destroy(&compiler.Base);
+
+ /* Build the command buffer. */
+ r300_emit_fs_code_to_buffer(r300, shader);
}
boolean r300_pick_fragment_shader(struct r300_context* r300)
{
- struct r300_fragment_shader* fs = r300->fs;
- struct r300_fragment_program_external_state state;
+ struct r300_fragment_shader* fs = r300_fs(r300);
+ struct r300_fragment_program_external_state state = {{{ 0 }}};
struct r300_fragment_shader_code* ptr;
+ get_external_state(r300, &state);
+
if (!fs->first) {
/* Build the fragment shader for the first time. */
fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
- /* BTW shadow samplers will be known after the first translation,
- * therefore we set ~0, which means it should look at all sampler
- * states. This choice doesn't have any impact on the correctness. */
- get_compare_state(r300, &fs->shader->compare_state, ~0);
- r300_translate_fragment_shader(r300, fs->shader);
+ memcpy(&fs->shader->compare_state, &state,
+ sizeof(struct r300_fragment_program_external_state));
+ r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
return TRUE;
- } else if (fs->shadow_samplers) {
- get_compare_state(r300, &state, fs->shadow_samplers);
-
+ } else {
/* Check if the currently-bound shader has been compiled
* with the texture-compare state we need. */
if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
ptr = fs->first;
while (ptr) {
if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
- fs->shader = ptr;
- return TRUE;
+ if (fs->shader != ptr) {
+ fs->shader = ptr;
+ return TRUE;
+ }
+ /* The currently-bound one is OK. */
+ return FALSE;
}
ptr = ptr->next;
}
fs->first = fs->shader = ptr;
ptr->compare_state = state;
- r300_translate_fragment_shader(r300, ptr);
+ r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
return TRUE;
}
}