r300_fs.c revision 848b8605
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_format.h"
26#include "util/u_math.h"
27#include "util/u_memory.h"
28
29#include "tgsi/tgsi_dump.h"
30#include "tgsi/tgsi_ureg.h"
31
32#include "r300_cb.h"
33#include "r300_context.h"
34#include "r300_emit.h"
35#include "r300_screen.h"
36#include "r300_fs.h"
37#include "r300_reg.h"
38#include "r300_texture.h"
39#include "r300_tgsi_to_rc.h"
40
41#include "compiler/radeon_compiler.h"
42
43/* Convert info about FS input semantics to r300_shader_semantics. */
44void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
45                                struct r300_shader_semantics* fs_inputs)
46{
47    int i;
48    unsigned index;
49
50    r300_shader_semantics_reset(fs_inputs);
51
52    for (i = 0; i < info->num_inputs; i++) {
53        index = info->input_semantic_index[i];
54
55        switch (info->input_semantic_name[i]) {
56            case TGSI_SEMANTIC_COLOR:
57                assert(index < ATTR_COLOR_COUNT);
58                fs_inputs->color[index] = i;
59                break;
60
61            case TGSI_SEMANTIC_GENERIC:
62                assert(index < ATTR_GENERIC_COUNT);
63                fs_inputs->generic[index] = i;
64                break;
65
66            case TGSI_SEMANTIC_FOG:
67                assert(index == 0);
68                fs_inputs->fog = i;
69                break;
70
71            case TGSI_SEMANTIC_POSITION:
72                assert(index == 0);
73                fs_inputs->wpos = i;
74                break;
75
76            case TGSI_SEMANTIC_FACE:
77                assert(index == 0);
78                fs_inputs->face = i;
79                break;
80
81            default:
82                fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
83                        info->input_semantic_name[i]);
84        }
85    }
86}
87
88static void find_output_registers(struct r300_fragment_program_compiler * compiler,
89                                  struct r300_fragment_shader_code *shader)
90{
91    unsigned i, colorbuf_count = 0;
92
93    /* Mark the outputs as not present initially */
94    compiler->OutputColor[0] = shader->info.num_outputs;
95    compiler->OutputColor[1] = shader->info.num_outputs;
96    compiler->OutputColor[2] = shader->info.num_outputs;
97    compiler->OutputColor[3] = shader->info.num_outputs;
98    compiler->OutputDepth = shader->info.num_outputs;
99
100    /* Now see where they really are. */
101    for(i = 0; i < shader->info.num_outputs; ++i) {
102        switch(shader->info.output_semantic_name[i]) {
103            case TGSI_SEMANTIC_COLOR:
104                compiler->OutputColor[colorbuf_count] = i;
105                colorbuf_count++;
106                break;
107            case TGSI_SEMANTIC_POSITION:
108                compiler->OutputDepth = i;
109                break;
110        }
111    }
112}
113
114static void allocate_hardware_inputs(
115    struct r300_fragment_program_compiler * c,
116    void (*allocate)(void * data, unsigned input, unsigned hwreg),
117    void * mydata)
118{
119    struct r300_shader_semantics* inputs =
120        (struct r300_shader_semantics*)c->UserData;
121    int i, reg = 0;
122
123    /* Allocate input registers. */
124    for (i = 0; i < ATTR_COLOR_COUNT; i++) {
125        if (inputs->color[i] != ATTR_UNUSED) {
126            allocate(mydata, inputs->color[i], reg++);
127        }
128    }
129    if (inputs->face != ATTR_UNUSED) {
130        allocate(mydata, inputs->face, reg++);
131    }
132    for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
133        if (inputs->generic[i] != ATTR_UNUSED) {
134            allocate(mydata, inputs->generic[i], reg++);
135        }
136    }
137    if (inputs->fog != ATTR_UNUSED) {
138        allocate(mydata, inputs->fog, reg++);
139    }
140    if (inputs->wpos != ATTR_UNUSED) {
141        allocate(mydata, inputs->wpos, reg++);
142    }
143}
144
145static void get_external_state(
146    struct r300_context* r300,
147    struct r300_fragment_program_external_state* state)
148{
149    struct r300_textures_state *texstate = r300->textures_state.state;
150    unsigned i;
151
152    state->alpha_to_one = r300->alpha_to_one && r300->msaa_enable;
153
154    for (i = 0; i < texstate->sampler_state_count; i++) {
155        struct r300_sampler_state *s = texstate->sampler_states[i];
156        struct r300_sampler_view *v = texstate->sampler_views[i];
157        struct r300_resource *t;
158
159        if (!s || !v) {
160            continue;
161        }
162
163        t = r300_resource(v->base.texture);
164
165        if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
166            state->unit[i].compare_mode_enabled = 1;
167
168            /* Fortunately, no need to translate this. */
169            state->unit[i].texture_compare_func = s->state.compare_func;
170        }
171
172        state->unit[i].non_normalized_coords = !s->state.normalized_coords;
173        state->unit[i].convert_unorm_to_snorm =
174                v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
175                v->base.format == PIPE_FORMAT_LATC1_SNORM;
176
177        /* Pass texture swizzling to the compiler, some lowering passes need it. */
178        if (v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
179            v->base.format == PIPE_FORMAT_LATC1_SNORM) {
180            unsigned char swizzle[4];
181
182            util_format_compose_swizzles(
183                            util_format_description(v->base.format)->swizzle,
184                            v->swizzle,
185                            swizzle);
186
187            state->unit[i].texture_swizzle =
188                    RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
189                                    swizzle[2], swizzle[3]);
190        } else if (state->unit[i].compare_mode_enabled) {
191            state->unit[i].texture_swizzle =
192                RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1],
193                                v->swizzle[2], v->swizzle[3]);
194        }
195
196        /* XXX this should probably take into account STR, not just S. */
197        if (t->tex.is_npot) {
198            switch (s->state.wrap_s) {
199            case PIPE_TEX_WRAP_REPEAT:
200                state->unit[i].wrap_mode = RC_WRAP_REPEAT;
201                break;
202
203            case PIPE_TEX_WRAP_MIRROR_REPEAT:
204                state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
205                break;
206
207            case PIPE_TEX_WRAP_MIRROR_CLAMP:
208            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
209            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
210                state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
211                break;
212
213            default:
214                state->unit[i].wrap_mode = RC_WRAP_NONE;
215            }
216
217            if (t->b.b.target == PIPE_TEXTURE_3D)
218                state->unit[i].clamp_and_scale_before_fetch = TRUE;
219        }
220    }
221}
222
223static void r300_translate_fragment_shader(
224    struct r300_context* r300,
225    struct r300_fragment_shader_code* shader,
226    const struct tgsi_token *tokens);
227
228static void r300_dummy_fragment_shader(
229    struct r300_context* r300,
230    struct r300_fragment_shader_code* shader)
231{
232    struct pipe_shader_state state;
233    struct ureg_program *ureg;
234    struct ureg_dst out;
235    struct ureg_src imm;
236
237    /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
238    ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
239    out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
240    imm = ureg_imm4f(ureg, 0, 0, 0, 1);
241
242    ureg_MOV(ureg, out, imm);
243    ureg_END(ureg);
244
245    state.tokens = ureg_finalize(ureg);
246
247    shader->dummy = TRUE;
248    r300_translate_fragment_shader(r300, shader, state.tokens);
249
250    ureg_destroy(ureg);
251}
252
253static void r300_emit_fs_code_to_buffer(
254    struct r300_context *r300,
255    struct r300_fragment_shader_code *shader)
256{
257    struct rX00_fragment_program_code *generic_code = &shader->code;
258    unsigned imm_count = shader->immediates_count;
259    unsigned imm_first = shader->externals_count;
260    unsigned imm_end = generic_code->constants.Count;
261    struct rc_constant *constants = generic_code->constants.Constants;
262    unsigned i;
263    CB_LOCALS;
264
265    if (r300->screen->caps.is_r500) {
266        struct r500_fragment_program_code *code = &generic_code->code.r500;
267
268        shader->cb_code_size = 19 +
269                               ((code->inst_end + 1) * 6) +
270                               imm_count * 7 +
271                               code->int_constant_count * 2;
272
273        NEW_CB(shader->cb_code, shader->cb_code_size);
274        OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
275        OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
276        OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
277        for(i = 0; i < code->int_constant_count; i++){
278                OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
279                                                code->int_constants[i]);
280        }
281        OUT_CB_REG(R500_US_CODE_RANGE,
282                   R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
283        OUT_CB_REG(R500_US_CODE_OFFSET, 0);
284        OUT_CB_REG(R500_US_CODE_ADDR,
285                   R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
286
287        OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
288        OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
289        for (i = 0; i <= code->inst_end; i++) {
290            OUT_CB(code->inst[i].inst0);
291            OUT_CB(code->inst[i].inst1);
292            OUT_CB(code->inst[i].inst2);
293            OUT_CB(code->inst[i].inst3);
294            OUT_CB(code->inst[i].inst4);
295            OUT_CB(code->inst[i].inst5);
296        }
297
298        /* Emit immediates. */
299        if (imm_count) {
300            for(i = imm_first; i < imm_end; ++i) {
301                if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
302                    const float *data = constants[i].u.Immediate;
303
304                    OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
305                               R500_GA_US_VECTOR_INDEX_TYPE_CONST |
306                               (i & R500_GA_US_VECTOR_INDEX_MASK));
307                    OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
308                    OUT_CB_TABLE(data, 4);
309                }
310            }
311        }
312    } else { /* r300 */
313        struct r300_fragment_program_code *code = &generic_code->code.r300;
314        unsigned int alu_length = code->alu.length;
315        unsigned int alu_iterations = ((alu_length - 1) / 64) + 1;
316        unsigned int tex_length = code->tex.length;
317        unsigned int tex_iterations =
318            tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0;
319        unsigned int iterations =
320            alu_iterations > tex_iterations ? alu_iterations : tex_iterations;
321        unsigned int bank = 0;
322
323        shader->cb_code_size = 15 +
324            /* R400_US_CODE_BANK */
325            (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) +
326            /* R400_US_CODE_EXT */
327            (r300->screen->caps.is_r400 ? 2 : 0) +
328            /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */
329            (code->r390_mode ? (5 * alu_iterations) : 4) +
330            /* R400_US_ALU_EXT_ADDR_[0-63] */
331            (code->r390_mode ? (code->alu.length) : 0) +
332            /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */
333            code->alu.length * 4 +
334            /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */
335            (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) +
336            imm_count * 5;
337
338        NEW_CB(shader->cb_code, shader->cb_code_size);
339
340        OUT_CB_REG(R300_US_CONFIG, code->config);
341        OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
342        OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
343
344        if (code->r390_mode) {
345            OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext);
346        } else if (r300->screen->caps.is_r400) {
347            /* This register appears to affect shaders even if r390_mode is
348             * disabled, so it needs to be set to 0 for shaders that
349             * don't use r390_mode. */
350            OUT_CB_REG(R400_US_CODE_EXT, 0);
351        }
352
353        OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
354        OUT_CB_TABLE(code->code_addr, 4);
355
356        do {
357            unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64);
358            unsigned int bank_alu_offset = bank * 64;
359            unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32);
360            unsigned int bank_tex_offset = bank * 32;
361
362            if (r300->screen->caps.is_r400) {
363                OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ?
364                                (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2
365            }
366
367            if (bank_alu_length > 0) {
368                OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length);
369                for (i = 0; i < bank_alu_length; i++)
370                    OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst);
371
372                OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length);
373                for (i = 0; i < bank_alu_length; i++)
374                    OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr);
375
376                OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length);
377                for (i = 0; i < bank_alu_length; i++)
378                    OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst);
379
380                OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length);
381                for (i = 0; i < bank_alu_length; i++)
382                    OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr);
383
384                if (code->r390_mode) {
385                    OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length);
386                    for (i = 0; i < bank_alu_length; i++)
387                        OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr);
388                }
389            }
390
391            if (bank_tex_length > 0) {
392                OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length);
393                OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length);
394            }
395
396            alu_length -= bank_alu_length;
397            tex_length -= bank_tex_length;
398            bank++;
399        } while(code->r390_mode && (alu_length > 0 || tex_length > 0));
400
401        /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders
402         * will be rendered incorrectly. */
403        if (r300->screen->caps.is_r400) {
404            OUT_CB_REG(R400_US_CODE_BANK,
405                code->r390_mode ? R400_R390_MODE_ENABLE : 0);
406        }
407
408        /* Emit immediates. */
409        if (imm_count) {
410            for(i = imm_first; i < imm_end; ++i) {
411                if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
412                    const float *data = constants[i].u.Immediate;
413
414                    OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
415                    OUT_CB(pack_float24(data[0]));
416                    OUT_CB(pack_float24(data[1]));
417                    OUT_CB(pack_float24(data[2]));
418                    OUT_CB(pack_float24(data[3]));
419                }
420            }
421        }
422    }
423
424    OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
425    OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
426    END_CB;
427}
428
429static void r300_translate_fragment_shader(
430    struct r300_context* r300,
431    struct r300_fragment_shader_code* shader,
432    const struct tgsi_token *tokens)
433{
434    struct r300_fragment_program_compiler compiler;
435    struct tgsi_to_rc ttr;
436    int wpos, face;
437    unsigned i;
438
439    tgsi_scan_shader(tokens, &shader->info);
440    r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
441
442    wpos = shader->inputs.wpos;
443    face = shader->inputs.face;
444
445    /* Setup the compiler. */
446    memset(&compiler, 0, sizeof(compiler));
447    rc_init(&compiler.Base, &r300->fs_regalloc_state);
448    DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
449    DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0;
450
451    compiler.code = &shader->code;
452    compiler.state = shader->compare_state;
453    compiler.Base.is_r500 = r300->screen->caps.is_r500;
454    compiler.Base.is_r400 = r300->screen->caps.is_r400;
455    compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
456    compiler.Base.has_half_swizzles = TRUE;
457    compiler.Base.has_presub = TRUE;
458    compiler.Base.has_omod = TRUE;
459    compiler.Base.max_temp_regs =
460        compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32);
461    compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
462    compiler.Base.max_alu_insts =
463        (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64;
464    compiler.Base.max_tex_insts =
465        (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32;
466    compiler.AllocateHwInputs = &allocate_hardware_inputs;
467    compiler.UserData = &shader->inputs;
468
469    find_output_registers(&compiler, shader);
470
471    shader->write_all = FALSE;
472    for (i = 0; i < shader->info.num_properties; i++) {
473        if (shader->info.properties[i].name == TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS) {
474            shader->write_all = TRUE;
475        }
476    }
477
478    if (compiler.Base.Debug & RC_DBG_LOG) {
479        DBG(r300, DBG_FP, "r300: Initial fragment program\n");
480        tgsi_dump(tokens, 0);
481    }
482
483    /* Translate TGSI to our internal representation */
484    ttr.compiler = &compiler.Base;
485    ttr.info = &shader->info;
486    ttr.use_half_swizzles = TRUE;
487
488    r300_tgsi_to_rc(&ttr, tokens);
489
490    if (ttr.error) {
491        fprintf(stderr, "r300 FP: Cannot translate a shader. "
492                "Using a dummy shader instead.\n");
493        r300_dummy_fragment_shader(r300, shader);
494        return;
495    }
496
497    if (!r300->screen->caps.is_r500 ||
498        compiler.Base.Program.Constants.Count > 200) {
499        compiler.Base.remove_unused_constants = TRUE;
500    }
501
502    /**
503     * Transform the program to support WPOS.
504     *
505     * Introduce a small fragment at the start of the program that will be
506     * the only code that directly reads the WPOS input.
507     * All other code pieces that reference that input will be rewritten
508     * to read from a newly allocated temporary. */
509    if (wpos != ATTR_UNUSED) {
510        /* Moving the input to some other reg is not really necessary. */
511        rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
512    }
513
514    if (face != ATTR_UNUSED) {
515        rc_transform_fragment_face(&compiler.Base, face);
516    }
517
518    /* Invoke the compiler */
519    r3xx_compile_fragment_program(&compiler);
520
521    if (compiler.Base.Error) {
522        fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
523                " instead.\n", compiler.Base.ErrorMsg);
524
525        if (shader->dummy) {
526            fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
527                    "Giving up...\n");
528            abort();
529        }
530
531        rc_destroy(&compiler.Base);
532        r300_dummy_fragment_shader(r300, shader);
533        return;
534    }
535
536    /* Shaders with zero instructions are invalid,
537     * use the dummy shader instead. */
538    if (shader->code.code.r500.inst_end == -1) {
539        rc_destroy(&compiler.Base);
540        r300_dummy_fragment_shader(r300, shader);
541        return;
542    }
543
544    /* Initialize numbers of constants for each type. */
545    shader->externals_count = 0;
546    for (i = 0;
547         i < shader->code.constants.Count &&
548         shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
549        shader->externals_count = i+1;
550    }
551    shader->immediates_count = 0;
552    shader->rc_state_count = 0;
553
554    for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
555        switch (shader->code.constants.Constants[i].Type) {
556            case RC_CONSTANT_IMMEDIATE:
557                ++shader->immediates_count;
558                break;
559            case RC_CONSTANT_STATE:
560                ++shader->rc_state_count;
561                break;
562            default:
563                assert(0);
564        }
565    }
566
567    /* Setup shader depth output. */
568    if (shader->code.writes_depth) {
569        shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
570        shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
571    } else {
572        shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
573        shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
574    }
575
576    /* And, finally... */
577    rc_destroy(&compiler.Base);
578
579    /* Build the command buffer. */
580    r300_emit_fs_code_to_buffer(r300, shader);
581}
582
583boolean r300_pick_fragment_shader(struct r300_context* r300)
584{
585    struct r300_fragment_shader* fs = r300_fs(r300);
586    struct r300_fragment_program_external_state state = {{{ 0 }}};
587    struct r300_fragment_shader_code* ptr;
588
589    get_external_state(r300, &state);
590
591    if (!fs->first) {
592        /* Build the fragment shader for the first time. */
593        fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
594
595        memcpy(&fs->shader->compare_state, &state,
596            sizeof(struct r300_fragment_program_external_state));
597        r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
598        return TRUE;
599
600    } else {
601        /* Check if the currently-bound shader has been compiled
602         * with the texture-compare state we need. */
603        if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
604            /* Search for the right shader. */
605            ptr = fs->first;
606            while (ptr) {
607                if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
608                    if (fs->shader != ptr) {
609                        fs->shader = ptr;
610                        return TRUE;
611                    }
612                    /* The currently-bound one is OK. */
613                    return FALSE;
614                }
615                ptr = ptr->next;
616            }
617
618            /* Not found, gotta compile a new one. */
619            ptr = CALLOC_STRUCT(r300_fragment_shader_code);
620            ptr->next = fs->first;
621            fs->first = fs->shader = ptr;
622
623            ptr->compare_state = state;
624            r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
625            return TRUE;
626        }
627    }
628
629    return FALSE;
630}
631