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