struct r300_fragment_shader* fs;
};
+struct r300_shader_derived_value {
+ struct r300_vertex_format* vformat;
+ struct r300_rs_block* rs_block;
+};
+
unsigned r300_shader_key_hash(void* key) {
struct r300_shader_key* shader_key = (struct r300_shader_key*)key;
unsigned vs = (unsigned)shader_key->vs;
(R300_LAST_VEC << (i & 1 ? 16 : 0));
}
-/* Update the vertex format. */
-static void r300_update_vertex_format(struct r300_context* r300)
-{
- struct r300_shader_key* key;
- struct r300_vertex_format* vformat;
- void* value;
- int i;
-
- key = CALLOC_STRUCT(r300_shader_key);
- key->vs = r300->vs;
- key->fs = r300->fs;
-
- value = util_hash_table_get(r300->shader_hash_table, (void*)key);
- if (value) {
- debug_printf("r300: Hash table hit! vs: %p fs: %p\n", key->vs,
- key->fs);
- vformat = (struct r300_vertex_format*)value;
- } else {
- debug_printf("r300: Hash table miss... vs: %p fs: %p\n", key->vs,
- key->fs);
- vformat = CALLOC_STRUCT(r300_vertex_format);
-
- for (i = 0; i < 16; i++) {
- vformat->vs_tab[i] = -1;
- vformat->fs_tab[i] = -1;
- }
-
- r300_vs_tab_routes(r300, vformat);
- r300_vertex_psc(r300, vformat);
-
- util_hash_table_set(r300->shader_hash_table,
- (void*)key, (void*)vformat);
- }
-
- if (r300->vertex_info != vformat) {
- r300->vertex_info = vformat;
- r300->dirty_state |= R300_NEW_VERTEX_FORMAT;
- }
-}
-
/* Set up the mappings from GB to US, for RS block. */
-static void r300_update_fs_tab(struct r300_context* r300)
+static void r300_update_fs_tab(struct r300_context* r300,
+ struct r300_vertex_format* vformat)
{
- struct r300_vertex_format* vformat = r300->vertex_info;
struct tgsi_shader_info* info = &r300->fs->info;
int i, cols = 0, texs = 0, cols_emitted = 0;
int* tab = vformat->fs_tab;
/* Set up the RS block. This is the part of the chipset that actually does
* the rasterization of vertices into fragments. This is also the part of the
* chipset that locks up if any part of it is even slightly wrong. */
-static void r300_update_rs_block(struct r300_context* r300)
+static void r300_update_rs_block(struct r300_context* r300,
+ struct r300_vertex_format* vformat,
+ struct r300_rs_block* rs)
{
- struct r300_rs_block* rs = r300->rs_block;
struct tgsi_shader_info* info = &r300->fs->info;
- int* tab = r300->vertex_info->fs_tab;
+ int* tab = vformat->fs_tab;
int col_count = 0, fp_offset = 0, i, tex_count = 0;
int rs_tex_comp = 0;
- memset(rs, 0, sizeof(struct r300_rs_block));
if (r300_screen(r300->context.screen)->caps->is_r500) {
for (i = 0; i < info->num_inputs; i++) {
rs->inst_count = MAX2(MAX2(col_count - 1, tex_count - 1), 0);
}
+/* Update the vertex format. */
+static void r300_update_vertex_format(struct r300_context* r300)
+{
+ struct r300_shader_key* key;
+ struct r300_vertex_format* vformat;
+ struct r300_rs_block* rs_block;
+ struct r300_shader_derived_value* value;
+ int i;
+
+ key = CALLOC_STRUCT(r300_shader_key);
+ key->vs = r300->vs;
+ key->fs = r300->fs;
+
+ value = (struct r300_shader_derived_value*)
+ util_hash_table_get(r300->shader_hash_table, (void*)key);
+ if (value) {
+ vformat = value->vformat;
+ rs_block = value->rs_block;
+
+ FREE(key);
+ } else {
+ vformat = CALLOC_STRUCT(r300_vertex_format);
+ rs_block = CALLOC_STRUCT(r300_rs_block);
+ value = CALLOC_STRUCT(r300_shader_derived_value);
+
+ for (i = 0; i < 16; i++) {
+ vformat->vs_tab[i] = -1;
+ vformat->fs_tab[i] = -1;
+ }
+
+ r300_vs_tab_routes(r300, vformat);
+ r300_vertex_psc(r300, vformat);
+ r300_update_fs_tab(r300, vformat);
+
+ r300_update_rs_block(r300, vformat, rs_block);
+
+ value->vformat = vformat;
+ value->rs_block = rs_block;
+ util_hash_table_set(r300->shader_hash_table,
+ (void*)key, (void*)value);
+ }
+
+ r300->vertex_info = vformat;
+ r300->rs_block = rs_block;
+ r300->dirty_state |= (R300_NEW_VERTEX_FORMAT | R300_NEW_RS_BLOCK);
+}
+
static void r300_update_ztop(struct r300_context* r300)
{
r300->ztop_state.z_buffer_top = R300_ZTOP_ENABLE;
{
r300_update_vertex_format(r300);
- if (r300->dirty_state & R300_NEW_VERTEX_FORMAT) {
- r300_update_fs_tab(r300);
- r300_update_rs_block(r300);
- }
-
if (r300->dirty_state &
(R300_NEW_DSA | R300_NEW_FRAGMENT_SHADER | R300_NEW_QUERY)) {
r300_update_ztop(r300);