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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/r300/r300_fs.c
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1
/*
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* Copyright 2008 Corbin Simpson <[email protected]>
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* Joakim Sindholt <[email protected]>
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* Copyright 2009 Marek Olšák <[email protected]>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE. */
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#include "util/format/u_format.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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29
#include "tgsi/tgsi_dump.h"
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#include "tgsi/tgsi_ureg.h"
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#include "r300_cb.h"
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#include "r300_context.h"
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#include "r300_emit.h"
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#include "r300_screen.h"
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#include "r300_fs.h"
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#include "r300_reg.h"
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#include "r300_texture.h"
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#include "r300_tgsi_to_rc.h"
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#include "compiler/radeon_compiler.h"
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/* Convert info about FS input semantics to r300_shader_semantics. */
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void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
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struct r300_shader_semantics* fs_inputs)
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{
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int i;
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unsigned index;
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r300_shader_semantics_reset(fs_inputs);
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for (i = 0; i < info->num_inputs; i++) {
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index = info->input_semantic_index[i];
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switch (info->input_semantic_name[i]) {
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case TGSI_SEMANTIC_COLOR:
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assert(index < ATTR_COLOR_COUNT);
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fs_inputs->color[index] = i;
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break;
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case TGSI_SEMANTIC_GENERIC:
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assert(index < ATTR_GENERIC_COUNT);
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fs_inputs->generic[index] = i;
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break;
65
66
case TGSI_SEMANTIC_FOG:
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assert(index == 0);
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fs_inputs->fog = i;
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break;
70
71
case TGSI_SEMANTIC_POSITION:
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assert(index == 0);
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fs_inputs->wpos = i;
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break;
75
76
case TGSI_SEMANTIC_FACE:
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assert(index == 0);
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fs_inputs->face = i;
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break;
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81
default:
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fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
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info->input_semantic_name[i]);
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}
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}
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}
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static void find_output_registers(struct r300_fragment_program_compiler * compiler,
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struct r300_fragment_shader_code *shader)
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{
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unsigned i, colorbuf_count = 0;
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/* Mark the outputs as not present initially */
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compiler->OutputColor[0] = shader->info.num_outputs;
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compiler->OutputColor[1] = shader->info.num_outputs;
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compiler->OutputColor[2] = shader->info.num_outputs;
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compiler->OutputColor[3] = shader->info.num_outputs;
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compiler->OutputDepth = shader->info.num_outputs;
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/* Now see where they really are. */
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for(i = 0; i < shader->info.num_outputs; ++i) {
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switch(shader->info.output_semantic_name[i]) {
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case TGSI_SEMANTIC_COLOR:
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compiler->OutputColor[colorbuf_count] = i;
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colorbuf_count++;
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break;
107
case TGSI_SEMANTIC_POSITION:
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compiler->OutputDepth = i;
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break;
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}
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}
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}
113
114
static void allocate_hardware_inputs(
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struct r300_fragment_program_compiler * c,
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void (*allocate)(void * data, unsigned input, unsigned hwreg),
117
void * mydata)
118
{
119
struct r300_shader_semantics* inputs =
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(struct r300_shader_semantics*)c->UserData;
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int i, reg = 0;
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123
/* Allocate input registers. */
124
for (i = 0; i < ATTR_COLOR_COUNT; i++) {
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if (inputs->color[i] != ATTR_UNUSED) {
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allocate(mydata, inputs->color[i], reg++);
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}
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}
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if (inputs->face != ATTR_UNUSED) {
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allocate(mydata, inputs->face, reg++);
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}
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for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
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if (inputs->generic[i] != ATTR_UNUSED) {
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allocate(mydata, inputs->generic[i], reg++);
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}
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}
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if (inputs->fog != ATTR_UNUSED) {
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allocate(mydata, inputs->fog, reg++);
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}
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if (inputs->wpos != ATTR_UNUSED) {
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allocate(mydata, inputs->wpos, reg++);
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}
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}
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static void get_external_state(
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struct r300_context* r300,
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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++) {
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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;
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168
/* Fortunately, no need to translate this. */
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state->unit[i].texture_compare_func = s->state.compare_func;
170
}
171
172
state->unit[i].non_normalized_coords = !s->state.normalized_coords;
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/* Pass texture swizzling to the compiler, some lowering passes need it. */
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if (state->unit[i].compare_mode_enabled) {
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state->unit[i].texture_swizzle =
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RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1],
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v->swizzle[2], v->swizzle[3]);
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}
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/* XXX this should probably take into account STR, not just S. */
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if (t->tex.is_npot) {
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switch (s->state.wrap_s) {
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case PIPE_TEX_WRAP_REPEAT:
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state->unit[i].wrap_mode = RC_WRAP_REPEAT;
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break;
187
188
case PIPE_TEX_WRAP_MIRROR_REPEAT:
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state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
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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.target == PIPE_TEXTURE_3D)
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state->unit[i].clamp_and_scale_before_fetch = TRUE;
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}
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}
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}
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static void r300_translate_fragment_shader(
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struct r300_context* r300,
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struct r300_fragment_shader_code* shader,
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const struct tgsi_token *tokens);
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static void r300_dummy_fragment_shader(
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struct r300_context* r300,
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struct r300_fragment_shader_code* shader)
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{
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struct pipe_shader_state state;
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struct ureg_program *ureg;
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struct ureg_dst out;
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struct ureg_src imm;
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/* Make a simple fragment shader which outputs (0, 0, 0, 1) */
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ureg = ureg_create(PIPE_SHADER_FRAGMENT);
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out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
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imm = ureg_imm4f(ureg, 0, 0, 0, 1);
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227
ureg_MOV(ureg, out, imm);
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ureg_END(ureg);
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230
state.tokens = ureg_finalize(ureg);
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shader->dummy = TRUE;
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r300_translate_fragment_shader(r300, shader, state.tokens);
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ureg_destroy(ureg);
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}
237
238
static void r300_emit_fs_code_to_buffer(
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struct r300_context *r300,
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struct r300_fragment_shader_code *shader)
241
{
242
struct rX00_fragment_program_code *generic_code = &shader->code;
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unsigned imm_count = shader->immediates_count;
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unsigned imm_first = shader->externals_count;
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unsigned imm_end = generic_code->constants.Count;
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struct rc_constant *constants = generic_code->constants.Constants;
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unsigned i;
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CB_LOCALS;
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if (r300->screen->caps.is_r500) {
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struct r500_fragment_program_code *code = &generic_code->code.r500;
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shader->cb_code_size = 19 +
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((code->inst_end + 1) * 6) +
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imm_count * 7 +
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code->int_constant_count * 2;
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NEW_CB(shader->cb_code, shader->cb_code_size);
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OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
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OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
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OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
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for(i = 0; i < code->int_constant_count; i++){
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OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
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code->int_constants[i]);
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}
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OUT_CB_REG(R500_US_CODE_RANGE,
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R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
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OUT_CB_REG(R500_US_CODE_OFFSET, 0);
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OUT_CB_REG(R500_US_CODE_ADDR,
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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);
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OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
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for (i = 0; i <= code->inst_end; i++) {
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OUT_CB(code->inst[i].inst0);
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OUT_CB(code->inst[i].inst1);
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OUT_CB(code->inst[i].inst2);
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OUT_CB(code->inst[i].inst3);
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OUT_CB(code->inst[i].inst4);
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OUT_CB(code->inst[i].inst5);
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}
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283
/* Emit immediates. */
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if (imm_count) {
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for(i = imm_first; i < imm_end; ++i) {
286
if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
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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) +
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/* 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
614