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