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_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. */
r300_shader_read_fs_inputs(struct tgsi_shader_info * info,struct r300_shader_semantics * fs_inputs)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
find_output_registers(struct r300_fragment_program_compiler * compiler,struct r300_fragment_shader_code * shader)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
allocate_hardware_inputs(struct r300_fragment_program_compiler * c,void (* allocate)(void * data,unsigned input,unsigned hwreg),void * mydata)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
get_external_state(struct r300_context * r300,struct r300_fragment_program_external_state * state)145 static void get_external_state(
146 struct r300_context* r300,
147 struct r300_fragment_program_external_state* state)
148 {
149 struct r300_textures_state *texstate = r300->textures_state.state;
150 unsigned i;
151
152 for (i = 0; i < texstate->sampler_state_count; i++) {
153 struct r300_sampler_state *s = texstate->sampler_states[i];
154 struct r300_sampler_view *v = texstate->sampler_views[i];
155 struct r300_resource *t;
156
157 if (!s || !v) {
158 continue;
159 }
160
161 t = r300_resource(v->base.texture);
162
163 if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
164 state->unit[i].compare_mode_enabled = 1;
165
166 /* Fortunately, no need to translate this. */
167 state->unit[i].texture_compare_func = s->state.compare_func;
168 }
169
170 state->unit[i].non_normalized_coords = !s->state.normalized_coords;
171 state->unit[i].convert_unorm_to_snorm =
172 v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
173 v->base.format == PIPE_FORMAT_LATC1_SNORM;
174
175 /* Pass texture swizzling to the compiler, some lowering passes need it. */
176 if (v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
177 v->base.format == PIPE_FORMAT_LATC1_SNORM) {
178 unsigned char swizzle[4];
179
180 util_format_compose_swizzles(
181 util_format_description(v->base.format)->swizzle,
182 v->swizzle,
183 swizzle);
184
185 state->unit[i].texture_swizzle =
186 RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
187 swizzle[2], swizzle[3]);
188 } else if (state->unit[i].compare_mode_enabled) {
189 state->unit[i].texture_swizzle =
190 RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1],
191 v->swizzle[2], v->swizzle[3]);
192 }
193
194 /* XXX this should probably take into account STR, not just S. */
195 if (t->tex.is_npot) {
196 switch (s->state.wrap_s) {
197 case PIPE_TEX_WRAP_REPEAT:
198 state->unit[i].wrap_mode = RC_WRAP_REPEAT;
199 break;
200
201 case PIPE_TEX_WRAP_MIRROR_REPEAT:
202 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
203 break;
204
205 case PIPE_TEX_WRAP_MIRROR_CLAMP:
206 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
207 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
208 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
209 break;
210
211 default:
212 state->unit[i].wrap_mode = RC_WRAP_NONE;
213 }
214
215 if (t->b.b.target == PIPE_TEXTURE_3D)
216 state->unit[i].clamp_and_scale_before_fetch = TRUE;
217 }
218 }
219 }
220
221 static void r300_translate_fragment_shader(
222 struct r300_context* r300,
223 struct r300_fragment_shader_code* shader,
224 const struct tgsi_token *tokens);
225
r300_dummy_fragment_shader(struct r300_context * r300,struct r300_fragment_shader_code * shader)226 static void r300_dummy_fragment_shader(
227 struct r300_context* r300,
228 struct r300_fragment_shader_code* shader)
229 {
230 struct pipe_shader_state state;
231 struct ureg_program *ureg;
232 struct ureg_dst out;
233 struct ureg_src imm;
234
235 /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
236 ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
237 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
238 imm = ureg_imm4f(ureg, 0, 0, 0, 1);
239
240 ureg_MOV(ureg, out, imm);
241 ureg_END(ureg);
242
243 state.tokens = ureg_finalize(ureg);
244
245 shader->dummy = TRUE;
246 r300_translate_fragment_shader(r300, shader, state.tokens);
247
248 ureg_destroy(ureg);
249 }
250
r300_emit_fs_code_to_buffer(struct r300_context * r300,struct r300_fragment_shader_code * shader)251 static void r300_emit_fs_code_to_buffer(
252 struct r300_context *r300,
253 struct r300_fragment_shader_code *shader)
254 {
255 struct rX00_fragment_program_code *generic_code = &shader->code;
256 unsigned imm_count = shader->immediates_count;
257 unsigned imm_first = shader->externals_count;
258 unsigned imm_end = generic_code->constants.Count;
259 struct rc_constant *constants = generic_code->constants.Constants;
260 unsigned i;
261 CB_LOCALS;
262
263 if (r300->screen->caps.is_r500) {
264 struct r500_fragment_program_code *code = &generic_code->code.r500;
265
266 shader->cb_code_size = 19 +
267 ((code->inst_end + 1) * 6) +
268 imm_count * 7 +
269 code->int_constant_count * 2;
270
271 NEW_CB(shader->cb_code, shader->cb_code_size);
272 OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
273 OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
274 OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
275 for(i = 0; i < code->int_constant_count; i++){
276 OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
277 code->int_constants[i]);
278 }
279 OUT_CB_REG(R500_US_CODE_RANGE,
280 R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
281 OUT_CB_REG(R500_US_CODE_OFFSET, 0);
282 OUT_CB_REG(R500_US_CODE_ADDR,
283 R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
284
285 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
286 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
287 for (i = 0; i <= code->inst_end; i++) {
288 OUT_CB(code->inst[i].inst0);
289 OUT_CB(code->inst[i].inst1);
290 OUT_CB(code->inst[i].inst2);
291 OUT_CB(code->inst[i].inst3);
292 OUT_CB(code->inst[i].inst4);
293 OUT_CB(code->inst[i].inst5);
294 }
295
296 /* Emit immediates. */
297 if (imm_count) {
298 for(i = imm_first; i < imm_end; ++i) {
299 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
300 const float *data = constants[i].u.Immediate;
301
302 OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
303 R500_GA_US_VECTOR_INDEX_TYPE_CONST |
304 (i & R500_GA_US_VECTOR_INDEX_MASK));
305 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
306 OUT_CB_TABLE(data, 4);
307 }
308 }
309 }
310 } else { /* r300 */
311 struct r300_fragment_program_code *code = &generic_code->code.r300;
312 unsigned int alu_length = code->alu.length;
313 unsigned int alu_iterations = ((alu_length - 1) / 64) + 1;
314 unsigned int tex_length = code->tex.length;
315 unsigned int tex_iterations =
316 tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0;
317 unsigned int iterations =
318 alu_iterations > tex_iterations ? alu_iterations : tex_iterations;
319 unsigned int bank = 0;
320
321 shader->cb_code_size = 15 +
322 /* R400_US_CODE_BANK */
323 (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) +
324 /* R400_US_CODE_EXT */
325 (r300->screen->caps.is_r400 ? 2 : 0) +
326 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */
327 (code->r390_mode ? (5 * alu_iterations) : 4) +
328 /* R400_US_ALU_EXT_ADDR_[0-63] */
329 (code->r390_mode ? (code->alu.length) : 0) +
330 /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */
331 code->alu.length * 4 +
332 /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */
333 (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) +
334 imm_count * 5;
335
336 NEW_CB(shader->cb_code, shader->cb_code_size);
337
338 OUT_CB_REG(R300_US_CONFIG, code->config);
339 OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
340 OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
341
342 if (code->r390_mode) {
343 OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext);
344 } else if (r300->screen->caps.is_r400) {
345 /* This register appears to affect shaders even if r390_mode is
346 * disabled, so it needs to be set to 0 for shaders that
347 * don't use r390_mode. */
348 OUT_CB_REG(R400_US_CODE_EXT, 0);
349 }
350
351 OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
352 OUT_CB_TABLE(code->code_addr, 4);
353
354 do {
355 unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64);
356 unsigned int bank_alu_offset = bank * 64;
357 unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32);
358 unsigned int bank_tex_offset = bank * 32;
359
360 if (r300->screen->caps.is_r400) {
361 OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ?
362 (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2
363 }
364
365 if (bank_alu_length > 0) {
366 OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length);
367 for (i = 0; i < bank_alu_length; i++)
368 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst);
369
370 OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length);
371 for (i = 0; i < bank_alu_length; i++)
372 OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr);
373
374 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length);
375 for (i = 0; i < bank_alu_length; i++)
376 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst);
377
378 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length);
379 for (i = 0; i < bank_alu_length; i++)
380 OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr);
381
382 if (code->r390_mode) {
383 OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length);
384 for (i = 0; i < bank_alu_length; i++)
385 OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr);
386 }
387 }
388
389 if (bank_tex_length > 0) {
390 OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length);
391 OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length);
392 }
393
394 alu_length -= bank_alu_length;
395 tex_length -= bank_tex_length;
396 bank++;
397 } while(code->r390_mode && (alu_length > 0 || tex_length > 0));
398
399 /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders
400 * will be rendered incorrectly. */
401 if (r300->screen->caps.is_r400) {
402 OUT_CB_REG(R400_US_CODE_BANK,
403 code->r390_mode ? R400_R390_MODE_ENABLE : 0);
404 }
405
406 /* Emit immediates. */
407 if (imm_count) {
408 for(i = imm_first; i < imm_end; ++i) {
409 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
410 const float *data = constants[i].u.Immediate;
411
412 OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
413 OUT_CB(pack_float24(data[0]));
414 OUT_CB(pack_float24(data[1]));
415 OUT_CB(pack_float24(data[2]));
416 OUT_CB(pack_float24(data[3]));
417 }
418 }
419 }
420 }
421
422 OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
423 OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
424 END_CB;
425 }
426
r300_translate_fragment_shader(struct r300_context * r300,struct r300_fragment_shader_code * shader,const struct tgsi_token * tokens)427 static void r300_translate_fragment_shader(
428 struct r300_context* r300,
429 struct r300_fragment_shader_code* shader,
430 const struct tgsi_token *tokens)
431 {
432 struct r300_fragment_program_compiler compiler;
433 struct tgsi_to_rc ttr;
434 int wpos, face;
435 unsigned i;
436
437 tgsi_scan_shader(tokens, &shader->info);
438 r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
439
440 wpos = shader->inputs.wpos;
441 face = shader->inputs.face;
442
443 /* Setup the compiler. */
444 memset(&compiler, 0, sizeof(compiler));
445 rc_init(&compiler.Base);
446 DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
447 DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0;
448
449 compiler.code = &shader->code;
450 compiler.state = shader->compare_state;
451 compiler.Base.is_r500 = r300->screen->caps.is_r500;
452 compiler.Base.is_r400 = r300->screen->caps.is_r400;
453 compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
454 compiler.Base.has_half_swizzles = TRUE;
455 compiler.Base.has_presub = TRUE;
456 compiler.Base.has_omod = TRUE;
457 compiler.Base.max_temp_regs =
458 compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32);
459 compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
460 compiler.Base.max_alu_insts =
461 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64;
462 compiler.Base.max_tex_insts =
463 (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32;
464 compiler.AllocateHwInputs = &allocate_hardware_inputs;
465 compiler.UserData = &shader->inputs;
466
467 find_output_registers(&compiler, shader);
468
469 shader->write_all = FALSE;
470 for (i = 0; i < shader->info.num_properties; i++) {
471 if (shader->info.properties[i].name == TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS) {
472 shader->write_all = TRUE;
473 }
474 }
475
476 if (compiler.Base.Debug & RC_DBG_LOG) {
477 DBG(r300, DBG_FP, "r300: Initial fragment program\n");
478 tgsi_dump(tokens, 0);
479 }
480
481 /* Translate TGSI to our internal representation */
482 ttr.compiler = &compiler.Base;
483 ttr.info = &shader->info;
484 ttr.use_half_swizzles = TRUE;
485
486 r300_tgsi_to_rc(&ttr, tokens);
487
488 if (ttr.error) {
489 fprintf(stderr, "r300 FP: Cannot translate a shader. "
490 "Using a dummy shader instead.\n");
491 r300_dummy_fragment_shader(r300, shader);
492 return;
493 }
494
495 if (!r300->screen->caps.is_r500 ||
496 compiler.Base.Program.Constants.Count > 200) {
497 compiler.Base.remove_unused_constants = TRUE;
498 }
499
500 /**
501 * Transform the program to support WPOS.
502 *
503 * Introduce a small fragment at the start of the program that will be
504 * the only code that directly reads the WPOS input.
505 * All other code pieces that reference that input will be rewritten
506 * to read from a newly allocated temporary. */
507 if (wpos != ATTR_UNUSED) {
508 /* Moving the input to some other reg is not really necessary. */
509 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
510 }
511
512 if (face != ATTR_UNUSED) {
513 rc_transform_fragment_face(&compiler.Base, face);
514 }
515
516 /* Invoke the compiler */
517 r3xx_compile_fragment_program(&compiler);
518
519 if (compiler.Base.Error) {
520 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
521 " instead.\n", compiler.Base.ErrorMsg);
522
523 if (shader->dummy) {
524 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
525 "Giving up...\n");
526 abort();
527 }
528
529 rc_destroy(&compiler.Base);
530 r300_dummy_fragment_shader(r300, shader);
531 return;
532 }
533
534 /* Shaders with zero instructions are invalid,
535 * use the dummy shader instead. */
536 if (shader->code.code.r500.inst_end == -1) {
537 rc_destroy(&compiler.Base);
538 r300_dummy_fragment_shader(r300, shader);
539 return;
540 }
541
542 /* Initialize numbers of constants for each type. */
543 shader->externals_count = 0;
544 for (i = 0;
545 i < shader->code.constants.Count &&
546 shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
547 shader->externals_count = i+1;
548 }
549 shader->immediates_count = 0;
550 shader->rc_state_count = 0;
551
552 for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
553 switch (shader->code.constants.Constants[i].Type) {
554 case RC_CONSTANT_IMMEDIATE:
555 ++shader->immediates_count;
556 break;
557 case RC_CONSTANT_STATE:
558 ++shader->rc_state_count;
559 break;
560 default:
561 assert(0);
562 }
563 }
564
565 /* Setup shader depth output. */
566 if (shader->code.writes_depth) {
567 shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
568 shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
569 } else {
570 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
571 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
572 }
573
574 /* And, finally... */
575 rc_destroy(&compiler.Base);
576
577 /* Build the command buffer. */
578 r300_emit_fs_code_to_buffer(r300, shader);
579 }
580
r300_pick_fragment_shader(struct r300_context * r300)581 boolean r300_pick_fragment_shader(struct r300_context* r300)
582 {
583 struct r300_fragment_shader* fs = r300_fs(r300);
584 struct r300_fragment_program_external_state state = {{{ 0 }}};
585 struct r300_fragment_shader_code* ptr;
586
587 get_external_state(r300, &state);
588
589 if (!fs->first) {
590 /* Build the fragment shader for the first time. */
591 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
592
593 memcpy(&fs->shader->compare_state, &state,
594 sizeof(struct r300_fragment_program_external_state));
595 r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
596 return TRUE;
597
598 } else {
599 /* Check if the currently-bound shader has been compiled
600 * with the texture-compare state we need. */
601 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
602 /* Search for the right shader. */
603 ptr = fs->first;
604 while (ptr) {
605 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
606 if (fs->shader != ptr) {
607 fs->shader = ptr;
608 return TRUE;
609 }
610 /* The currently-bound one is OK. */
611 return FALSE;
612 }
613 ptr = ptr->next;
614 }
615
616 /* Not found, gotta compile a new one. */
617 ptr = CALLOC_STRUCT(r300_fragment_shader_code);
618 ptr->next = fs->first;
619 fs->first = fs->shader = ptr;
620
621 ptr->compare_state = state;
622 r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
623 return TRUE;
624 }
625 }
626
627 return FALSE;
628 }
629