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4358 Serge 1
/*
2
 * Copyright 2008 Corbin Simpson 
3
 *                Joakim Sindholt 
4
 * Copyright 2009 Marek Olšák 
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. */
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
 
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
 
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
 
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
    state->alpha_to_one = r300->alpha_to_one && r300->msaa_enable;
153
 
154
    for (i = 0; i < texstate->sampler_state_count; i++) {
155
        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;
167
 
168
            /* Fortunately, no need to translate this. */
169
            state->unit[i].texture_compare_func = s->state.compare_func;
170
        }
171
 
172
        state->unit[i].non_normalized_coords = !s->state.normalized_coords;
173
        state->unit[i].convert_unorm_to_snorm =
174
                v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
175
                v->base.format == PIPE_FORMAT_LATC1_SNORM;
176
 
177
        /* Pass texture swizzling to the compiler, some lowering passes need it. */
178
        if (v->base.format == PIPE_FORMAT_RGTC1_SNORM ||
179
            v->base.format == PIPE_FORMAT_LATC1_SNORM) {
180
            unsigned char swizzle[4];
181
 
182
            util_format_compose_swizzles(
183
                            util_format_description(v->base.format)->swizzle,
184
                            v->swizzle,
185
                            swizzle);
186
 
187
            state->unit[i].texture_swizzle =
188
                    RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
189
                                    swizzle[2], swizzle[3]);
190
        } else if (state->unit[i].compare_mode_enabled) {
191
            state->unit[i].texture_swizzle =
192
                RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1],
193
                                v->swizzle[2], v->swizzle[3]);
194
        }
195
 
196
        /* XXX this should probably take into account STR, not just S. */
197
        if (t->tex.is_npot) {
198
            switch (s->state.wrap_s) {
199
            case PIPE_TEX_WRAP_REPEAT:
200
                state->unit[i].wrap_mode = RC_WRAP_REPEAT;
201
                break;
202
 
203
            case PIPE_TEX_WRAP_MIRROR_REPEAT:
204
                state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
205
                break;
206
 
207
            case PIPE_TEX_WRAP_MIRROR_CLAMP:
208
            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
209
            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
210
                state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
211
                break;
212
 
213
            default:
214
                state->unit[i].wrap_mode = RC_WRAP_NONE;
215
            }
216
 
217
            if (t->b.b.target == PIPE_TEXTURE_3D)
218
                state->unit[i].clamp_and_scale_before_fetch = TRUE;
219
        }
220
    }
221
}
222
 
223
static void r300_translate_fragment_shader(
224
    struct r300_context* r300,
225
    struct r300_fragment_shader_code* shader,
226
    const struct tgsi_token *tokens);
227
 
228
static void r300_dummy_fragment_shader(
229
    struct r300_context* r300,
230
    struct r300_fragment_shader_code* shader)
231
{
232
    struct pipe_shader_state state;
233
    struct ureg_program *ureg;
234
    struct ureg_dst out;
235
    struct ureg_src imm;
236
 
237
    /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
238
    ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
239
    out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
240
    imm = ureg_imm4f(ureg, 0, 0, 0, 1);
241
 
242
    ureg_MOV(ureg, out, imm);
243
    ureg_END(ureg);
244
 
245
    state.tokens = ureg_finalize(ureg);
246
 
247
    shader->dummy = TRUE;
248
    r300_translate_fragment_shader(r300, shader, state.tokens);
249
 
250
    ureg_destroy(ureg);
251
}
252
 
253
static void r300_emit_fs_code_to_buffer(
254
    struct r300_context *r300,
255
    struct r300_fragment_shader_code *shader)
256
{
257
    struct rX00_fragment_program_code *generic_code = &shader->code;
258
    unsigned imm_count = shader->immediates_count;
259
    unsigned imm_first = shader->externals_count;
260
    unsigned imm_end = generic_code->constants.Count;
261
    struct rc_constant *constants = generic_code->constants.Constants;
262
    unsigned i;
263
    CB_LOCALS;
264
 
265
    if (r300->screen->caps.is_r500) {
266
        struct r500_fragment_program_code *code = &generic_code->code.r500;
267
 
268
        shader->cb_code_size = 19 +
269
                               ((code->inst_end + 1) * 6) +
270
                               imm_count * 7 +
271
                               code->int_constant_count * 2;
272
 
273
        NEW_CB(shader->cb_code, shader->cb_code_size);
274
        OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
275
        OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
276
        OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
277
        for(i = 0; i < code->int_constant_count; i++){
278
                OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
279
                                                code->int_constants[i]);
280
        }
281
        OUT_CB_REG(R500_US_CODE_RANGE,
282
                   R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
283
        OUT_CB_REG(R500_US_CODE_OFFSET, 0);
284
        OUT_CB_REG(R500_US_CODE_ADDR,
285
                   R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
286
 
287
        OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
288
        OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
289
        for (i = 0; i <= code->inst_end; i++) {
290
            OUT_CB(code->inst[i].inst0);
291
            OUT_CB(code->inst[i].inst1);
292
            OUT_CB(code->inst[i].inst2);
293
            OUT_CB(code->inst[i].inst3);
294
            OUT_CB(code->inst[i].inst4);
295
            OUT_CB(code->inst[i].inst5);
296
        }
297
 
298
        /* Emit immediates. */
299
        if (imm_count) {
300
            for(i = imm_first; i < imm_end; ++i) {
301
                if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
302
                    const float *data = constants[i].u.Immediate;
303
 
304
                    OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
305
                               R500_GA_US_VECTOR_INDEX_TYPE_CONST |
306
                               (i & R500_GA_US_VECTOR_INDEX_MASK));
307
                    OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
308
                    OUT_CB_TABLE(data, 4);
309
                }
310
            }
311
        }
312
    } else { /* r300 */
313
        struct r300_fragment_program_code *code = &generic_code->code.r300;
314
        unsigned int alu_length = code->alu.length;
315
        unsigned int alu_iterations = ((alu_length - 1) / 64) + 1;
316
        unsigned int tex_length = code->tex.length;
317
        unsigned int tex_iterations =
318
            tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0;
319
        unsigned int iterations =
320
            alu_iterations > tex_iterations ? alu_iterations : tex_iterations;
321
        unsigned int bank = 0;
322
 
323
        shader->cb_code_size = 15 +
324
            /* R400_US_CODE_BANK */
325
            (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) +
326
            /* R400_US_CODE_EXT */
327
            (r300->screen->caps.is_r400 ? 2 : 0) +
328
            /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */
329
            (code->r390_mode ? (5 * alu_iterations) : 4) +
330
            /* R400_US_ALU_EXT_ADDR_[0-63] */
331
            (code->r390_mode ? (code->alu.length) : 0) +
332
            /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */
333
            code->alu.length * 4 +
334
            /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */
335
            (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) +
336
            imm_count * 5;
337
 
338
        NEW_CB(shader->cb_code, shader->cb_code_size);
339
 
340
        OUT_CB_REG(R300_US_CONFIG, code->config);
341
        OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
342
        OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
343
 
344
        if (code->r390_mode) {
345
            OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext);
346
        } else if (r300->screen->caps.is_r400) {
347
            /* This register appears to affect shaders even if r390_mode is
348
             * disabled, so it needs to be set to 0 for shaders that
349
             * don't use r390_mode. */
350
            OUT_CB_REG(R400_US_CODE_EXT, 0);
351
        }
352
 
353
        OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
354
        OUT_CB_TABLE(code->code_addr, 4);
355
 
356
        do {
357
            unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64);
358
            unsigned int bank_alu_offset = bank * 64;
359
            unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32);
360
            unsigned int bank_tex_offset = bank * 32;
361
 
362
            if (r300->screen->caps.is_r400) {
363
                OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ?
364
                                (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2
365
            }
366
 
367
            if (bank_alu_length > 0) {
368
                OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length);
369
                for (i = 0; i < bank_alu_length; i++)
370
                    OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst);
371
 
372
                OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length);
373
                for (i = 0; i < bank_alu_length; i++)
374
                    OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr);
375
 
376
                OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length);
377
                for (i = 0; i < bank_alu_length; i++)
378
                    OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst);
379
 
380
                OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length);
381
                for (i = 0; i < bank_alu_length; i++)
382
                    OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr);
383
 
384
                if (code->r390_mode) {
385
                    OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length);
386
                    for (i = 0; i < bank_alu_length; i++)
387
                        OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr);
388
                }
389
            }
390
 
391
            if (bank_tex_length > 0) {
392
                OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length);
393
                OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length);
394
            }
395
 
396
            alu_length -= bank_alu_length;
397
            tex_length -= bank_tex_length;
398
            bank++;
399
        } while(code->r390_mode && (alu_length > 0 || tex_length > 0));
400
 
401
        /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders
402
         * will be rendered incorrectly. */
403
        if (r300->screen->caps.is_r400) {
404
            OUT_CB_REG(R400_US_CODE_BANK,
405
                code->r390_mode ? R400_R390_MODE_ENABLE : 0);
406
        }
407
 
408
        /* Emit immediates. */
409
        if (imm_count) {
410
            for(i = imm_first; i < imm_end; ++i) {
411
                if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
412
                    const float *data = constants[i].u.Immediate;
413
 
414
                    OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
415
                    OUT_CB(pack_float24(data[0]));
416
                    OUT_CB(pack_float24(data[1]));
417
                    OUT_CB(pack_float24(data[2]));
418
                    OUT_CB(pack_float24(data[3]));
419
                }
420
            }
421
        }
422
    }
423
 
424
    OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
425
    OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
426
    END_CB;
427
}
428
 
429
static void r300_translate_fragment_shader(
430
    struct r300_context* r300,
431
    struct r300_fragment_shader_code* shader,
432
    const struct tgsi_token *tokens)
433
{
434
    struct r300_fragment_program_compiler compiler;
435
    struct tgsi_to_rc ttr;
436
    int wpos, face;
437
    unsigned i;
438
 
439
    tgsi_scan_shader(tokens, &shader->info);
440
    r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
441
 
442
    wpos = shader->inputs.wpos;
443
    face = shader->inputs.face;
444
 
445
    /* Setup the compiler. */
446
    memset(&compiler, 0, sizeof(compiler));
447
    rc_init(&compiler.Base, &r300->fs_regalloc_state);
448
    DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
449
    DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0;
450
 
451
    compiler.code = &shader->code;
452
    compiler.state = shader->compare_state;
453
    compiler.Base.is_r500 = r300->screen->caps.is_r500;
454
    compiler.Base.is_r400 = r300->screen->caps.is_r400;
455
    compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
456
    compiler.Base.has_half_swizzles = TRUE;
457
    compiler.Base.has_presub = TRUE;
458
    compiler.Base.has_omod = TRUE;
459
    compiler.Base.max_temp_regs =
460
        compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32);
461
    compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
462
    compiler.Base.max_alu_insts =
463
        (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64;
464
    compiler.Base.max_tex_insts =
465
        (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32;
466
    compiler.AllocateHwInputs = &allocate_hardware_inputs;
467
    compiler.UserData = &shader->inputs;
468
 
469
    find_output_registers(&compiler, shader);
470
 
471
    shader->write_all = FALSE;
472
    for (i = 0; i < shader->info.num_properties; i++) {
473
        if (shader->info.properties[i].name == TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS) {
474
            shader->write_all = TRUE;
475
        }
476
    }
477
 
478
    if (compiler.Base.Debug & RC_DBG_LOG) {
479
        DBG(r300, DBG_FP, "r300: Initial fragment program\n");
480
        tgsi_dump(tokens, 0);
481
    }
482
 
483
    /* Translate TGSI to our internal representation */
484
    ttr.compiler = &compiler.Base;
485
    ttr.info = &shader->info;
486
    ttr.use_half_swizzles = TRUE;
487
 
488
    r300_tgsi_to_rc(&ttr, tokens);
489
 
490
    if (ttr.error) {
491
        fprintf(stderr, "r300 FP: Cannot translate a shader. "
492
                "Using a dummy shader instead.\n");
493
        r300_dummy_fragment_shader(r300, shader);
494
        return;
495
    }
496
 
497
    if (!r300->screen->caps.is_r500 ||
498
        compiler.Base.Program.Constants.Count > 200) {
499
        compiler.Base.remove_unused_constants = TRUE;
500
    }
501
 
502
    /**
503
     * Transform the program to support WPOS.
504
     *
505
     * Introduce a small fragment at the start of the program that will be
506
     * the only code that directly reads the WPOS input.
507
     * All other code pieces that reference that input will be rewritten
508
     * to read from a newly allocated temporary. */
509
    if (wpos != ATTR_UNUSED) {
510
        /* Moving the input to some other reg is not really necessary. */
511
        rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
512
    }
513
 
514
    if (face != ATTR_UNUSED) {
515
        rc_transform_fragment_face(&compiler.Base, face);
516
    }
517
 
518
    /* Invoke the compiler */
519
    r3xx_compile_fragment_program(&compiler);
520
 
521
    if (compiler.Base.Error) {
522
        fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
523
                " instead.\n", compiler.Base.ErrorMsg);
524
 
525
        if (shader->dummy) {
526
            fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
527
                    "Giving up...\n");
528
            abort();
529
        }
530
 
531
        rc_destroy(&compiler.Base);
532
        r300_dummy_fragment_shader(r300, shader);
533
        return;
534
    }
535
 
536
    /* Shaders with zero instructions are invalid,
537
     * use the dummy shader instead. */
538
    if (shader->code.code.r500.inst_end == -1) {
539
        rc_destroy(&compiler.Base);
540
        r300_dummy_fragment_shader(r300, shader);
541
        return;
542
    }
543
 
544
    /* Initialize numbers of constants for each type. */
545
    shader->externals_count = 0;
546
    for (i = 0;
547
         i < shader->code.constants.Count &&
548
         shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
549
        shader->externals_count = i+1;
550
    }
551
    shader->immediates_count = 0;
552
    shader->rc_state_count = 0;
553
 
554
    for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
555
        switch (shader->code.constants.Constants[i].Type) {
556
            case RC_CONSTANT_IMMEDIATE:
557
                ++shader->immediates_count;
558
                break;
559
            case RC_CONSTANT_STATE:
560
                ++shader->rc_state_count;
561
                break;
562
            default:
563
                assert(0);
564
        }
565
    }
566
 
567
    /* Setup shader depth output. */
568
    if (shader->code.writes_depth) {
569
        shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
570
        shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
571
    } else {
572
        shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
573
        shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
574
    }
575
 
576
    /* And, finally... */
577
    rc_destroy(&compiler.Base);
578
 
579
    /* Build the command buffer. */
580
    r300_emit_fs_code_to_buffer(r300, shader);
581
}
582
 
583
boolean r300_pick_fragment_shader(struct r300_context* r300)
584
{
585
    struct r300_fragment_shader* fs = r300_fs(r300);
586
    struct r300_fragment_program_external_state state = {{{ 0 }}};
587
    struct r300_fragment_shader_code* ptr;
588
 
589
    get_external_state(r300, &state);
590
 
591
    if (!fs->first) {
592
        /* Build the fragment shader for the first time. */
593
        fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
594
 
595
        memcpy(&fs->shader->compare_state, &state,
596
            sizeof(struct r300_fragment_program_external_state));
597
        r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
598
        return TRUE;
599
 
600
    } else {
601
        /* Check if the currently-bound shader has been compiled
602
         * with the texture-compare state we need. */
603
        if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
604
            /* Search for the right shader. */
605
            ptr = fs->first;
606
            while (ptr) {
607
                if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
608
                    if (fs->shader != ptr) {
609
                        fs->shader = ptr;
610
                        return TRUE;
611
                    }
612
                    /* The currently-bound one is OK. */
613
                    return FALSE;
614
                }
615
                ptr = ptr->next;
616
            }
617
 
618
            /* Not found, gotta compile a new one. */
619
            ptr = CALLOC_STRUCT(r300_fragment_shader_code);
620
            ptr->next = fs->first;
621
            fs->first = fs->shader = ptr;
622
 
623
            ptr->compare_state = state;
624
            r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
625
            return TRUE;
626
        }
627
    }
628
 
629
    return FALSE;
630
}