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