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