r300_fs.c revision f03791467090db49e5c3d6111cd8d2a7cbe31d75
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_math.h" 26#include "util/u_memory.h" 27 28#include "tgsi/tgsi_dump.h" 29#include "tgsi/tgsi_ureg.h" 30 31#include "r300_cb.h" 32#include "r300_context.h" 33#include "r300_emit.h" 34#include "r300_screen.h" 35#include "r300_fs.h" 36#include "r300_reg.h" 37#include "r300_tgsi_to_rc.h" 38 39#include "radeon_code.h" 40#include "radeon_compiler.h" 41 42/* Convert info about FS input semantics to r300_shader_semantics. */ 43void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, 44 struct r300_shader_semantics* fs_inputs) 45{ 46 int i; 47 unsigned index; 48 49 r300_shader_semantics_reset(fs_inputs); 50 51 for (i = 0; i < info->num_inputs; i++) { 52 index = info->input_semantic_index[i]; 53 54 switch (info->input_semantic_name[i]) { 55 case TGSI_SEMANTIC_COLOR: 56 assert(index < ATTR_COLOR_COUNT); 57 fs_inputs->color[index] = i; 58 break; 59 60 case TGSI_SEMANTIC_GENERIC: 61 assert(index < ATTR_GENERIC_COUNT); 62 fs_inputs->generic[index] = i; 63 break; 64 65 case TGSI_SEMANTIC_FOG: 66 assert(index == 0); 67 fs_inputs->fog = i; 68 break; 69 70 case TGSI_SEMANTIC_POSITION: 71 assert(index == 0); 72 fs_inputs->wpos = i; 73 break; 74 75 case TGSI_SEMANTIC_FACE: 76 assert(index == 0); 77 fs_inputs->face = i; 78 break; 79 80 default: 81 fprintf(stderr, "r300: FP: Unknown input semantic: %i\n", 82 info->input_semantic_name[i]); 83 } 84 } 85} 86 87static void find_output_registers(struct r300_fragment_program_compiler * compiler, 88 struct r300_fragment_shader_code *shader) 89{ 90 unsigned i, colorbuf_count = 0; 91 92 /* Mark the outputs as not present initially */ 93 compiler->OutputColor[0] = shader->info.num_outputs; 94 compiler->OutputColor[1] = shader->info.num_outputs; 95 compiler->OutputColor[2] = shader->info.num_outputs; 96 compiler->OutputColor[3] = shader->info.num_outputs; 97 compiler->OutputDepth = shader->info.num_outputs; 98 99 /* Now see where they really are. */ 100 for(i = 0; i < shader->info.num_outputs; ++i) { 101 switch(shader->info.output_semantic_name[i]) { 102 case TGSI_SEMANTIC_COLOR: 103 compiler->OutputColor[colorbuf_count] = i; 104 colorbuf_count++; 105 break; 106 case TGSI_SEMANTIC_POSITION: 107 compiler->OutputDepth = i; 108 break; 109 } 110 } 111} 112 113static void allocate_hardware_inputs( 114 struct r300_fragment_program_compiler * c, 115 void (*allocate)(void * data, unsigned input, unsigned hwreg), 116 void * mydata) 117{ 118 struct r300_shader_semantics* inputs = 119 (struct r300_shader_semantics*)c->UserData; 120 int i, reg = 0; 121 122 /* Allocate input registers. */ 123 for (i = 0; i < ATTR_COLOR_COUNT; i++) { 124 if (inputs->color[i] != ATTR_UNUSED) { 125 allocate(mydata, inputs->color[i], reg++); 126 } 127 } 128 if (inputs->face != ATTR_UNUSED) { 129 allocate(mydata, inputs->face, reg++); 130 } 131 for (i = 0; i < ATTR_GENERIC_COUNT; i++) { 132 if (inputs->generic[i] != ATTR_UNUSED) { 133 allocate(mydata, inputs->generic[i], reg++); 134 } 135 } 136 if (inputs->fog != ATTR_UNUSED) { 137 allocate(mydata, inputs->fog, reg++); 138 } 139 if (inputs->wpos != ATTR_UNUSED) { 140 allocate(mydata, inputs->wpos, reg++); 141 } 142} 143 144static void get_external_state( 145 struct r300_context* r300, 146 struct r300_fragment_program_external_state* state) 147{ 148 struct r300_textures_state *texstate = r300->textures_state.state; 149 struct r300_rs_state *rs = r300->rs_state.state; 150 unsigned i; 151 unsigned char *swizzle; 152 153 state->frag_clamp = rs ? rs->rs.clamp_fragment_color : 0; 154 155 for (i = 0; i < texstate->sampler_state_count; i++) { 156 struct r300_sampler_state *s = texstate->sampler_states[i]; 157 struct r300_sampler_view *v = texstate->sampler_views[i]; 158 struct r300_resource *t; 159 160 if (!s || !v) { 161 continue; 162 } 163 164 t = r300_resource(texstate->sampler_views[i]->base.texture); 165 166 if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { 167 state->unit[i].compare_mode_enabled = 1; 168 169 /* Pass depth texture swizzling to the compiler. */ 170 if (texstate->sampler_views[i]) { 171 swizzle = texstate->sampler_views[i]->swizzle; 172 173 state->unit[i].depth_texture_swizzle = 174 RC_MAKE_SWIZZLE(swizzle[0], swizzle[1], 175 swizzle[2], swizzle[3]); 176 } else { 177 state->unit[i].depth_texture_swizzle = RC_SWIZZLE_XYZW; 178 } 179 180 /* Fortunately, no need to translate this. */ 181 state->unit[i].texture_compare_func = s->state.compare_func; 182 } 183 184 state->unit[i].non_normalized_coords = !s->state.normalized_coords; 185 186 /* XXX this should probably take into account STR, not just S. */ 187 if (t->tex.is_npot) { 188 switch (s->state.wrap_s) { 189 case PIPE_TEX_WRAP_REPEAT: 190 state->unit[i].wrap_mode = RC_WRAP_REPEAT; 191 break; 192 193 case PIPE_TEX_WRAP_MIRROR_REPEAT: 194 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT; 195 break; 196 197 case PIPE_TEX_WRAP_MIRROR_CLAMP: 198 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE: 199 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: 200 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP; 201 break; 202 203 default: 204 state->unit[i].wrap_mode = RC_WRAP_NONE; 205 } 206 207 if (t->b.b.b.target == PIPE_TEXTURE_3D) 208 state->unit[i].clamp_and_scale_before_fetch = TRUE; 209 } 210 } 211} 212 213static void r300_translate_fragment_shader( 214 struct r300_context* r300, 215 struct r300_fragment_shader_code* shader, 216 const struct tgsi_token *tokens); 217 218static void r300_dummy_fragment_shader( 219 struct r300_context* r300, 220 struct r300_fragment_shader_code* shader) 221{ 222 struct pipe_shader_state state; 223 struct ureg_program *ureg; 224 struct ureg_dst out; 225 struct ureg_src imm; 226 227 /* Make a simple fragment shader which outputs (0, 0, 0, 1) */ 228 ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT); 229 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0); 230 imm = ureg_imm4f(ureg, 0, 0, 0, 1); 231 232 ureg_MOV(ureg, out, imm); 233 ureg_END(ureg); 234 235 state.tokens = ureg_finalize(ureg); 236 237 shader->dummy = TRUE; 238 r300_translate_fragment_shader(r300, shader, state.tokens); 239 240 ureg_destroy(ureg); 241} 242 243static void r300_emit_fs_code_to_buffer( 244 struct r300_context *r300, 245 struct r300_fragment_shader_code *shader) 246{ 247 struct rX00_fragment_program_code *generic_code = &shader->code; 248 unsigned imm_count = shader->immediates_count; 249 unsigned imm_first = shader->externals_count; 250 unsigned imm_end = generic_code->constants.Count; 251 struct rc_constant *constants = generic_code->constants.Constants; 252 unsigned i; 253 CB_LOCALS; 254 255 if (r300->screen->caps.is_r500) { 256 struct r500_fragment_program_code *code = &generic_code->code.r500; 257 258 shader->cb_code_size = 19 + 259 ((code->inst_end + 1) * 6) + 260 imm_count * 7 + 261 code->int_constant_count * 2; 262 263 NEW_CB(shader->cb_code, shader->cb_code_size); 264 OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO); 265 OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx); 266 OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl); 267 for(i = 0; i < code->int_constant_count; i++){ 268 OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4), 269 code->int_constants[i]); 270 } 271 OUT_CB_REG(R500_US_CODE_RANGE, 272 R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end)); 273 OUT_CB_REG(R500_US_CODE_OFFSET, 0); 274 OUT_CB_REG(R500_US_CODE_ADDR, 275 R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end)); 276 277 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR); 278 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6); 279 for (i = 0; i <= code->inst_end; i++) { 280 OUT_CB(code->inst[i].inst0); 281 OUT_CB(code->inst[i].inst1); 282 OUT_CB(code->inst[i].inst2); 283 OUT_CB(code->inst[i].inst3); 284 OUT_CB(code->inst[i].inst4); 285 OUT_CB(code->inst[i].inst5); 286 } 287 288 /* Emit immediates. */ 289 if (imm_count) { 290 for(i = imm_first; i < imm_end; ++i) { 291 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) { 292 const float *data = constants[i].u.Immediate; 293 294 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, 295 R500_GA_US_VECTOR_INDEX_TYPE_CONST | 296 (i & R500_GA_US_VECTOR_INDEX_MASK)); 297 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4); 298 OUT_CB_TABLE(data, 4); 299 } 300 } 301 } 302 } else { /* r300 */ 303 struct r300_fragment_program_code *code = &generic_code->code.r300; 304 unsigned int alu_length = code->alu.length; 305 unsigned int alu_iterations = ((alu_length - 1) / 64) + 1; 306 unsigned int tex_length = code->tex.length; 307 unsigned int tex_iterations = 308 tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0; 309 unsigned int iterations = 310 alu_iterations > tex_iterations ? alu_iterations : tex_iterations; 311 unsigned int bank = 0; 312 313 shader->cb_code_size = 15 + 314 /* R400_US_CODE_BANK */ 315 (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) + 316 /* R400_US_CODE_EXT */ 317 (r300->screen->caps.is_r400 ? 2 : 0) + 318 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */ 319 (code->r390_mode ? (5 * alu_iterations) : 4) + 320 /* R400_US_ALU_EXT_ADDR_[0-63] */ 321 (code->r390_mode ? (code->alu.length) : 0) + 322 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */ 323 code->alu.length * 4 + 324 /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */ 325 (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) + 326 imm_count * 5; 327 328 NEW_CB(shader->cb_code, shader->cb_code_size); 329 330 OUT_CB_REG(R300_US_CONFIG, code->config); 331 OUT_CB_REG(R300_US_PIXSIZE, code->pixsize); 332 OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset); 333 334 if (code->r390_mode) { 335 OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext); 336 } else if (r300->screen->caps.is_r400) { 337 /* This register appears to affect shaders even if r390_mode is 338 * disabled, so it needs to be set to 0 for shaders that 339 * don't use r390_mode. */ 340 OUT_CB_REG(R400_US_CODE_EXT, 0); 341 } 342 343 OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4); 344 OUT_CB_TABLE(code->code_addr, 4); 345 346 do { 347 unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64); 348 unsigned int bank_alu_offset = bank * 64; 349 unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32); 350 unsigned int bank_tex_offset = bank * 32; 351 352 if (r300->screen->caps.is_r400) { 353 OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ? 354 (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2 355 } 356 357 if (bank_alu_length > 0) { 358 OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length); 359 for (i = 0; i < bank_alu_length; i++) 360 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst); 361 362 OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length); 363 for (i = 0; i < bank_alu_length; i++) 364 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr); 365 366 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length); 367 for (i = 0; i < bank_alu_length; i++) 368 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst); 369 370 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length); 371 for (i = 0; i < bank_alu_length; i++) 372 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr); 373 374 if (code->r390_mode) { 375 OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length); 376 for (i = 0; i < bank_alu_length; i++) 377 OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr); 378 } 379 } 380 381 if (bank_tex_length > 0) { 382 OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length); 383 OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length); 384 } 385 386 alu_length -= bank_alu_length; 387 tex_length -= bank_tex_length; 388 bank++; 389 } while(code->r390_mode && (alu_length > 0 || tex_length > 0)); 390 391 /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders 392 * will be rendered incorrectly. */ 393 if (r300->screen->caps.is_r400) { 394 OUT_CB_REG(R400_US_CODE_BANK, 395 code->r390_mode ? R400_R390_MODE_ENABLE : 0); 396 } 397 398 /* Emit immediates. */ 399 if (imm_count) { 400 for(i = imm_first; i < imm_end; ++i) { 401 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) { 402 const float *data = constants[i].u.Immediate; 403 404 OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4); 405 OUT_CB(pack_float24(data[0])); 406 OUT_CB(pack_float24(data[1])); 407 OUT_CB(pack_float24(data[2])); 408 OUT_CB(pack_float24(data[3])); 409 } 410 } 411 } 412 } 413 414 OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src); 415 OUT_CB_REG(R300_US_W_FMT, shader->us_out_w); 416 END_CB; 417} 418 419static void r300_translate_fragment_shader( 420 struct r300_context* r300, 421 struct r300_fragment_shader_code* shader, 422 const struct tgsi_token *tokens) 423{ 424 struct r300_fragment_program_compiler compiler; 425 struct tgsi_to_rc ttr; 426 int wpos, face; 427 unsigned i; 428 429 tgsi_scan_shader(tokens, &shader->info); 430 r300_shader_read_fs_inputs(&shader->info, &shader->inputs); 431 432 wpos = shader->inputs.wpos; 433 face = shader->inputs.face; 434 435 /* Setup the compiler. */ 436 memset(&compiler, 0, sizeof(compiler)); 437 rc_init(&compiler.Base); 438 DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0; 439 DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0; 440 441 compiler.code = &shader->code; 442 compiler.state = shader->compare_state; 443 compiler.Base.is_r500 = r300->screen->caps.is_r500; 444 compiler.Base.is_r400 = r300->screen->caps.is_r400; 445 compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT); 446 compiler.Base.has_half_swizzles = TRUE; 447 compiler.Base.has_presub = TRUE; 448 compiler.Base.max_temp_regs = 449 compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32); 450 compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32; 451 compiler.Base.max_alu_insts = 452 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64; 453 compiler.Base.max_tex_insts = 454 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32; 455 compiler.AllocateHwInputs = &allocate_hardware_inputs; 456 compiler.UserData = &shader->inputs; 457 458 find_output_registers(&compiler, shader); 459 460 shader->write_all = FALSE; 461 for (i = 0; i < shader->info.num_properties; i++) { 462 if (shader->info.properties[i].name == TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS) { 463 shader->write_all = TRUE; 464 } 465 } 466 467 if (compiler.Base.Debug & RC_DBG_LOG) { 468 DBG(r300, DBG_FP, "r300: Initial fragment program\n"); 469 tgsi_dump(tokens, 0); 470 } 471 472 /* Translate TGSI to our internal representation */ 473 ttr.compiler = &compiler.Base; 474 ttr.info = &shader->info; 475 ttr.use_half_swizzles = TRUE; 476 477 r300_tgsi_to_rc(&ttr, tokens); 478 479 if (ttr.error) { 480 fprintf(stderr, "r300 FP: Cannot translate a shader. " 481 "Using a dummy shader instead.\n"); 482 r300_dummy_fragment_shader(r300, shader); 483 return; 484 } 485 486 if (!r300->screen->caps.is_r500 || 487 compiler.Base.Program.Constants.Count > 200) { 488 compiler.Base.remove_unused_constants = TRUE; 489 } 490 491 /** 492 * Transform the program to support WPOS. 493 * 494 * Introduce a small fragment at the start of the program that will be 495 * the only code that directly reads the WPOS input. 496 * All other code pieces that reference that input will be rewritten 497 * to read from a newly allocated temporary. */ 498 if (wpos != ATTR_UNUSED) { 499 /* Moving the input to some other reg is not really necessary. */ 500 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE); 501 } 502 503 if (face != ATTR_UNUSED) { 504 rc_transform_fragment_face(&compiler.Base, face); 505 } 506 507 /* Invoke the compiler */ 508 r3xx_compile_fragment_program(&compiler); 509 510 if (compiler.Base.Error) { 511 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader" 512 " instead.\n", compiler.Base.ErrorMsg); 513 514 if (shader->dummy) { 515 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! " 516 "Giving up...\n"); 517 abort(); 518 } 519 520 rc_destroy(&compiler.Base); 521 r300_dummy_fragment_shader(r300, shader); 522 return; 523 } 524 525 /* Shaders with zero instructions are invalid, 526 * use the dummy shader instead. */ 527 if (shader->code.code.r500.inst_end == -1) { 528 rc_destroy(&compiler.Base); 529 r300_dummy_fragment_shader(r300, shader); 530 return; 531 } 532 533 /* Initialize numbers of constants for each type. */ 534 shader->externals_count = 0; 535 for (i = 0; 536 i < shader->code.constants.Count && 537 shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) { 538 shader->externals_count = i+1; 539 } 540 shader->immediates_count = 0; 541 shader->rc_state_count = 0; 542 543 for (i = shader->externals_count; i < shader->code.constants.Count; i++) { 544 switch (shader->code.constants.Constants[i].Type) { 545 case RC_CONSTANT_IMMEDIATE: 546 ++shader->immediates_count; 547 break; 548 case RC_CONSTANT_STATE: 549 ++shader->rc_state_count; 550 break; 551 default: 552 assert(0); 553 } 554 } 555 556 /* Setup shader depth output. */ 557 if (shader->code.writes_depth) { 558 shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER; 559 shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US; 560 } else { 561 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN; 562 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US; 563 } 564 565 /* And, finally... */ 566 rc_destroy(&compiler.Base); 567 568 /* Build the command buffer. */ 569 r300_emit_fs_code_to_buffer(r300, shader); 570} 571 572boolean r300_pick_fragment_shader(struct r300_context* r300) 573{ 574 struct r300_fragment_shader* fs = r300_fs(r300); 575 struct r300_fragment_program_external_state state = {{{ 0 }}}; 576 struct r300_fragment_shader_code* ptr; 577 578 get_external_state(r300, &state); 579 580 if (!fs->first) { 581 /* Build the fragment shader for the first time. */ 582 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code); 583 584 memcpy(&fs->shader->compare_state, &state, 585 sizeof(struct r300_fragment_program_external_state)); 586 r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens); 587 return TRUE; 588 589 } else { 590 /* Check if the currently-bound shader has been compiled 591 * with the texture-compare state we need. */ 592 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) { 593 /* Search for the right shader. */ 594 ptr = fs->first; 595 while (ptr) { 596 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) { 597 if (fs->shader != ptr) { 598 fs->shader = ptr; 599 return TRUE; 600 } 601 /* The currently-bound one is OK. */ 602 return FALSE; 603 } 604 ptr = ptr->next; 605 } 606 607 /* Not found, gotta compile a new one. */ 608 ptr = CALLOC_STRUCT(r300_fragment_shader_code); 609 ptr->next = fs->first; 610 fs->first = fs->shader = ptr; 611 612 ptr->compare_state = state; 613 r300_translate_fragment_shader(r300, ptr, fs->state.tokens); 614 return TRUE; 615 } 616 } 617 618 return FALSE; 619} 620