1 /* 2 * Copyright 2008 Corbin Simpson <MostAwesomeDude (at) gmail.com> 3 * Joakim Sindholt <opensource (at) zhasha.com> 4 * Copyright 2009 Marek Olk <maraeo (at) 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. */ 44 void 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 88 static 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 } 113 114 static 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 } 144 145 static 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 for (i = 0; i < texstate->sampler_state_count; i++) { 153 struct r300_sampler_state *s = texstate->sampler_states[i]; 154 struct r300_sampler_view *v = texstate->sampler_views[i]; 155 struct r300_resource *t; 156 157 if (!s || !v) { 158 continue; 159 } 160 161 t = r300_resource(v->base.texture); 162 163 if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { 164 state->unit[i].compare_mode_enabled = 1; 165 166 /* Fortunately, no need to translate this. */ 167 state->unit[i].texture_compare_func = s->state.compare_func; 168 } 169 170 state->unit[i].non_normalized_coords = !s->state.normalized_coords; 171 state->unit[i].convert_unorm_to_snorm = 172 v->base.format == PIPE_FORMAT_RGTC1_SNORM || 173 v->base.format == PIPE_FORMAT_LATC1_SNORM; 174 175 /* Pass texture swizzling to the compiler, some lowering passes need it. */ 176 if (v->base.format == PIPE_FORMAT_RGTC1_SNORM || 177 v->base.format == PIPE_FORMAT_LATC1_SNORM) { 178 unsigned char swizzle[4]; 179 180 util_format_compose_swizzles( 181 util_format_description(v->base.format)->swizzle, 182 v->swizzle, 183 swizzle); 184 185 state->unit[i].texture_swizzle = 186 RC_MAKE_SWIZZLE(swizzle[0], swizzle[1], 187 swizzle[2], swizzle[3]); 188 } else if (state->unit[i].compare_mode_enabled) { 189 state->unit[i].texture_swizzle = 190 RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1], 191 v->swizzle[2], v->swizzle[3]); 192 } 193 194 /* XXX this should probably take into account STR, not just S. */ 195 if (t->tex.is_npot) { 196 switch (s->state.wrap_s) { 197 case PIPE_TEX_WRAP_REPEAT: 198 state->unit[i].wrap_mode = RC_WRAP_REPEAT; 199 break; 200 201 case PIPE_TEX_WRAP_MIRROR_REPEAT: 202 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT; 203 break; 204 205 case PIPE_TEX_WRAP_MIRROR_CLAMP: 206 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE: 207 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: 208 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP; 209 break; 210 211 default: 212 state->unit[i].wrap_mode = RC_WRAP_NONE; 213 } 214 215 if (t->b.b.target == PIPE_TEXTURE_3D) 216 state->unit[i].clamp_and_scale_before_fetch = TRUE; 217 } 218 } 219 } 220 221 static void r300_translate_fragment_shader( 222 struct r300_context* r300, 223 struct r300_fragment_shader_code* shader, 224 const struct tgsi_token *tokens); 225 226 static void r300_dummy_fragment_shader( 227 struct r300_context* r300, 228 struct r300_fragment_shader_code* shader) 229 { 230 struct pipe_shader_state state; 231 struct ureg_program *ureg; 232 struct ureg_dst out; 233 struct ureg_src imm; 234 235 /* Make a simple fragment shader which outputs (0, 0, 0, 1) */ 236 ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT); 237 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0); 238 imm = ureg_imm4f(ureg, 0, 0, 0, 1); 239 240 ureg_MOV(ureg, out, imm); 241 ureg_END(ureg); 242 243 state.tokens = ureg_finalize(ureg); 244 245 shader->dummy = TRUE; 246 r300_translate_fragment_shader(r300, shader, state.tokens); 247 248 ureg_destroy(ureg); 249 } 250 251 static void r300_emit_fs_code_to_buffer( 252 struct r300_context *r300, 253 struct r300_fragment_shader_code *shader) 254 { 255 struct rX00_fragment_program_code *generic_code = &shader->code; 256 unsigned imm_count = shader->immediates_count; 257 unsigned imm_first = shader->externals_count; 258 unsigned imm_end = generic_code->constants.Count; 259 struct rc_constant *constants = generic_code->constants.Constants; 260 unsigned i; 261 CB_LOCALS; 262 263 if (r300->screen->caps.is_r500) { 264 struct r500_fragment_program_code *code = &generic_code->code.r500; 265 266 shader->cb_code_size = 19 + 267 ((code->inst_end + 1) * 6) + 268 imm_count * 7 + 269 code->int_constant_count * 2; 270 271 NEW_CB(shader->cb_code, shader->cb_code_size); 272 OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO); 273 OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx); 274 OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl); 275 for(i = 0; i < code->int_constant_count; i++){ 276 OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4), 277 code->int_constants[i]); 278 } 279 OUT_CB_REG(R500_US_CODE_RANGE, 280 R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end)); 281 OUT_CB_REG(R500_US_CODE_OFFSET, 0); 282 OUT_CB_REG(R500_US_CODE_ADDR, 283 R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end)); 284 285 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR); 286 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6); 287 for (i = 0; i <= code->inst_end; i++) { 288 OUT_CB(code->inst[i].inst0); 289 OUT_CB(code->inst[i].inst1); 290 OUT_CB(code->inst[i].inst2); 291 OUT_CB(code->inst[i].inst3); 292 OUT_CB(code->inst[i].inst4); 293 OUT_CB(code->inst[i].inst5); 294 } 295 296 /* Emit immediates. */ 297 if (imm_count) { 298 for(i = imm_first; i < imm_end; ++i) { 299 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) { 300 const float *data = constants[i].u.Immediate; 301 302 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, 303 R500_GA_US_VECTOR_INDEX_TYPE_CONST | 304 (i & R500_GA_US_VECTOR_INDEX_MASK)); 305 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4); 306 OUT_CB_TABLE(data, 4); 307 } 308 } 309 } 310 } else { /* r300 */ 311 struct r300_fragment_program_code *code = &generic_code->code.r300; 312 unsigned int alu_length = code->alu.length; 313 unsigned int alu_iterations = ((alu_length - 1) / 64) + 1; 314 unsigned int tex_length = code->tex.length; 315 unsigned int tex_iterations = 316 tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0; 317 unsigned int iterations = 318 alu_iterations > tex_iterations ? alu_iterations : tex_iterations; 319 unsigned int bank = 0; 320 321 shader->cb_code_size = 15 + 322 /* R400_US_CODE_BANK */ 323 (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) + 324 /* R400_US_CODE_EXT */ 325 (r300->screen->caps.is_r400 ? 2 : 0) + 326 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */ 327 (code->r390_mode ? (5 * alu_iterations) : 4) + 328 /* R400_US_ALU_EXT_ADDR_[0-63] */ 329 (code->r390_mode ? (code->alu.length) : 0) + 330 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */ 331 code->alu.length * 4 + 332 /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */ 333 (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) + 334 imm_count * 5; 335 336 NEW_CB(shader->cb_code, shader->cb_code_size); 337 338 OUT_CB_REG(R300_US_CONFIG, code->config); 339 OUT_CB_REG(R300_US_PIXSIZE, code->pixsize); 340 OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset); 341 342 if (code->r390_mode) { 343 OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext); 344 } else if (r300->screen->caps.is_r400) { 345 /* This register appears to affect shaders even if r390_mode is 346 * disabled, so it needs to be set to 0 for shaders that 347 * don't use r390_mode. */ 348 OUT_CB_REG(R400_US_CODE_EXT, 0); 349 } 350 351 OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4); 352 OUT_CB_TABLE(code->code_addr, 4); 353 354 do { 355 unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64); 356 unsigned int bank_alu_offset = bank * 64; 357 unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32); 358 unsigned int bank_tex_offset = bank * 32; 359 360 if (r300->screen->caps.is_r400) { 361 OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ? 362 (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2 363 } 364 365 if (bank_alu_length > 0) { 366 OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length); 367 for (i = 0; i < bank_alu_length; i++) 368 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst); 369 370 OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length); 371 for (i = 0; i < bank_alu_length; i++) 372 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr); 373 374 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length); 375 for (i = 0; i < bank_alu_length; i++) 376 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst); 377 378 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length); 379 for (i = 0; i < bank_alu_length; i++) 380 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr); 381 382 if (code->r390_mode) { 383 OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length); 384 for (i = 0; i < bank_alu_length; i++) 385 OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr); 386 } 387 } 388 389 if (bank_tex_length > 0) { 390 OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length); 391 OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length); 392 } 393 394 alu_length -= bank_alu_length; 395 tex_length -= bank_tex_length; 396 bank++; 397 } while(code->r390_mode && (alu_length > 0 || tex_length > 0)); 398 399 /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders 400 * will be rendered incorrectly. */ 401 if (r300->screen->caps.is_r400) { 402 OUT_CB_REG(R400_US_CODE_BANK, 403 code->r390_mode ? R400_R390_MODE_ENABLE : 0); 404 } 405 406 /* Emit immediates. */ 407 if (imm_count) { 408 for(i = imm_first; i < imm_end; ++i) { 409 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) { 410 const float *data = constants[i].u.Immediate; 411 412 OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4); 413 OUT_CB(pack_float24(data[0])); 414 OUT_CB(pack_float24(data[1])); 415 OUT_CB(pack_float24(data[2])); 416 OUT_CB(pack_float24(data[3])); 417 } 418 } 419 } 420 } 421 422 OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src); 423 OUT_CB_REG(R300_US_W_FMT, shader->us_out_w); 424 END_CB; 425 } 426 427 static void r300_translate_fragment_shader( 428 struct r300_context* r300, 429 struct r300_fragment_shader_code* shader, 430 const struct tgsi_token *tokens) 431 { 432 struct r300_fragment_program_compiler compiler; 433 struct tgsi_to_rc ttr; 434 int wpos, face; 435 unsigned i; 436 437 tgsi_scan_shader(tokens, &shader->info); 438 r300_shader_read_fs_inputs(&shader->info, &shader->inputs); 439 440 wpos = shader->inputs.wpos; 441 face = shader->inputs.face; 442 443 /* Setup the compiler. */ 444 memset(&compiler, 0, sizeof(compiler)); 445 rc_init(&compiler.Base); 446 DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0; 447 DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0; 448 449 compiler.code = &shader->code; 450 compiler.state = shader->compare_state; 451 compiler.Base.is_r500 = r300->screen->caps.is_r500; 452 compiler.Base.is_r400 = r300->screen->caps.is_r400; 453 compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT); 454 compiler.Base.has_half_swizzles = TRUE; 455 compiler.Base.has_presub = TRUE; 456 compiler.Base.has_omod = TRUE; 457 compiler.Base.max_temp_regs = 458 compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32); 459 compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32; 460 compiler.Base.max_alu_insts = 461 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64; 462 compiler.Base.max_tex_insts = 463 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32; 464 compiler.AllocateHwInputs = &allocate_hardware_inputs; 465 compiler.UserData = &shader->inputs; 466 467 find_output_registers(&compiler, shader); 468 469 shader->write_all = FALSE; 470 for (i = 0; i < shader->info.num_properties; i++) { 471 if (shader->info.properties[i].name == TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS) { 472 shader->write_all = TRUE; 473 } 474 } 475 476 if (compiler.Base.Debug & RC_DBG_LOG) { 477 DBG(r300, DBG_FP, "r300: Initial fragment program\n"); 478 tgsi_dump(tokens, 0); 479 } 480 481 /* Translate TGSI to our internal representation */ 482 ttr.compiler = &compiler.Base; 483 ttr.info = &shader->info; 484 ttr.use_half_swizzles = TRUE; 485 486 r300_tgsi_to_rc(&ttr, tokens); 487 488 if (ttr.error) { 489 fprintf(stderr, "r300 FP: Cannot translate a shader. " 490 "Using a dummy shader instead.\n"); 491 r300_dummy_fragment_shader(r300, shader); 492 return; 493 } 494 495 if (!r300->screen->caps.is_r500 || 496 compiler.Base.Program.Constants.Count > 200) { 497 compiler.Base.remove_unused_constants = TRUE; 498 } 499 500 /** 501 * Transform the program to support WPOS. 502 * 503 * Introduce a small fragment at the start of the program that will be 504 * the only code that directly reads the WPOS input. 505 * All other code pieces that reference that input will be rewritten 506 * to read from a newly allocated temporary. */ 507 if (wpos != ATTR_UNUSED) { 508 /* Moving the input to some other reg is not really necessary. */ 509 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE); 510 } 511 512 if (face != ATTR_UNUSED) { 513 rc_transform_fragment_face(&compiler.Base, face); 514 } 515 516 /* Invoke the compiler */ 517 r3xx_compile_fragment_program(&compiler); 518 519 if (compiler.Base.Error) { 520 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader" 521 " instead.\n", compiler.Base.ErrorMsg); 522 523 if (shader->dummy) { 524 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! " 525 "Giving up...\n"); 526 abort(); 527 } 528 529 rc_destroy(&compiler.Base); 530 r300_dummy_fragment_shader(r300, shader); 531 return; 532 } 533 534 /* Shaders with zero instructions are invalid, 535 * use the dummy shader instead. */ 536 if (shader->code.code.r500.inst_end == -1) { 537 rc_destroy(&compiler.Base); 538 r300_dummy_fragment_shader(r300, shader); 539 return; 540 } 541 542 /* Initialize numbers of constants for each type. */ 543 shader->externals_count = 0; 544 for (i = 0; 545 i < shader->code.constants.Count && 546 shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) { 547 shader->externals_count = i+1; 548 } 549 shader->immediates_count = 0; 550 shader->rc_state_count = 0; 551 552 for (i = shader->externals_count; i < shader->code.constants.Count; i++) { 553 switch (shader->code.constants.Constants[i].Type) { 554 case RC_CONSTANT_IMMEDIATE: 555 ++shader->immediates_count; 556 break; 557 case RC_CONSTANT_STATE: 558 ++shader->rc_state_count; 559 break; 560 default: 561 assert(0); 562 } 563 } 564 565 /* Setup shader depth output. */ 566 if (shader->code.writes_depth) { 567 shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER; 568 shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US; 569 } else { 570 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN; 571 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US; 572 } 573 574 /* And, finally... */ 575 rc_destroy(&compiler.Base); 576 577 /* Build the command buffer. */ 578 r300_emit_fs_code_to_buffer(r300, shader); 579 } 580 581 boolean r300_pick_fragment_shader(struct r300_context* r300) 582 { 583 struct r300_fragment_shader* fs = r300_fs(r300); 584 struct r300_fragment_program_external_state state = {{{ 0 }}}; 585 struct r300_fragment_shader_code* ptr; 586 587 get_external_state(r300, &state); 588 589 if (!fs->first) { 590 /* Build the fragment shader for the first time. */ 591 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code); 592 593 memcpy(&fs->shader->compare_state, &state, 594 sizeof(struct r300_fragment_program_external_state)); 595 r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens); 596 return TRUE; 597 598 } else { 599 /* Check if the currently-bound shader has been compiled 600 * with the texture-compare state we need. */ 601 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) { 602 /* Search for the right shader. */ 603 ptr = fs->first; 604 while (ptr) { 605 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) { 606 if (fs->shader != ptr) { 607 fs->shader = ptr; 608 return TRUE; 609 } 610 /* The currently-bound one is OK. */ 611 return FALSE; 612 } 613 ptr = ptr->next; 614 } 615 616 /* Not found, gotta compile a new one. */ 617 ptr = CALLOC_STRUCT(r300_fragment_shader_code); 618 ptr->next = fs->first; 619 fs->first = fs->shader = ptr; 620 621 ptr->compare_state = state; 622 r300_translate_fragment_shader(r300, ptr, fs->state.tokens); 623 return TRUE; 624 } 625 } 626 627 return FALSE; 628 } 629