diff options
author | Marek Olšák <[email protected]> | 2009-12-16 06:07:39 +0100 |
---|---|---|
committer | Corbin Simpson <[email protected]> | 2009-12-19 23:54:53 -0800 |
commit | 6ba83cd63f84a4d74dd679d62662d59533fd1bdb (patch) | |
tree | a77da0e4b1482551f4274db1a630fdf33c4d3b5f /src/gallium/drivers/r300/r300_fs.c | |
parent | 4b6dee08652706d02939844fe209cddbae8966e4 (diff) |
r300g: add texture compare modes
Diffstat (limited to 'src/gallium/drivers/r300/r300_fs.c')
-rw-r--r-- | src/gallium/drivers/r300/r300_fs.c | 102 |
1 files changed, 83 insertions, 19 deletions
diff --git a/src/gallium/drivers/r300/r300_fs.c b/src/gallium/drivers/r300/r300_fs.c index 79b01bb4dc2..4e1b61ca409 100644 --- a/src/gallium/drivers/r300/r300_fs.c +++ b/src/gallium/drivers/r300/r300_fs.c @@ -22,6 +22,9 @@ * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ +#include "util/u_math.h" +#include "util/u_memory.h" + #include "tgsi/tgsi_dump.h" #include "r300_context.h" @@ -33,8 +36,8 @@ #include "radeon_compiler.h" /* Convert info about FS input semantics to r300_shader_semantics. */ -static void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, - struct r300_shader_semantics* fs_inputs) +void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, + struct r300_shader_semantics* fs_inputs) { int i; unsigned index; @@ -66,7 +69,6 @@ static void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, } } - static void find_output_registers(struct r300_fragment_program_compiler * compiler, struct r300_fragment_shader * fs) { @@ -95,7 +97,7 @@ static void allocate_hardware_inputs( void * mydata) { struct r300_shader_semantics* inputs = - &((struct r300_fragment_shader*)c->UserData)->inputs; + (struct r300_shader_semantics*)c->UserData; int i, reg = 0; /* Allocate input registers. */ @@ -114,31 +116,45 @@ static void allocate_hardware_inputs( } } -void r300_translate_fragment_shader(struct r300_context* r300, - struct r300_fragment_shader* fs) +static void get_compare_state( + struct r300_context* r300, + struct r300_fragment_program_external_state* state, + unsigned shadow_samplers) +{ + memset(state, 0, sizeof(*state)); + + for (int i = 0; i < r300->sampler_count; i++) { + struct r300_sampler_state* s = r300->sampler_states[i]; + + if (s && s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { + /* XXX Gallium doesn't provide us with any information regarding + * this mode, so we are screwed. I'm setting 0 = LUMINANCE. */ + state->unit[i].depth_texture_mode = 0; + + /* Fortunately, no need to translate this. */ + state->unit[i].texture_compare_func = s->state.compare_func; + } + } +} + +static void r300_translate_fragment_shader( + struct r300_context* r300, + struct r300_fragment_shader_code* shader) { + struct r300_fragment_shader* fs = r300->fs; struct r300_fragment_program_compiler compiler; struct tgsi_to_rc ttr; - /* Initialize. */ - r300_shader_read_fs_inputs(&fs->info, &fs->inputs); - /* Setup the compiler. */ memset(&compiler, 0, sizeof(compiler)); rc_init(&compiler.Base); compiler.Base.Debug = DBG_ON(r300, DBG_FP); - compiler.code = &fs->code; + compiler.code = &shader->code; + compiler.state = shader->compare_state; compiler.is_r500 = r300_screen(r300->context.screen)->caps->is_r500; compiler.AllocateHwInputs = &allocate_hardware_inputs; - compiler.UserData = fs; - - /* XXX: Program compilation depends on texture compare modes, - * which are sampler state. Therefore, programs need to be recompiled - * depending on this state as in the classic Mesa driver. - * - * This is not yet handled correctly. - */ + compiler.UserData = &fs->inputs; find_output_registers(&compiler, fs); @@ -153,6 +169,8 @@ void r300_translate_fragment_shader(struct r300_context* r300, r300_tgsi_to_rc(&ttr, fs->state.tokens); + fs->shadow_samplers = compiler.Base.Program.ShadowSamplers; + /* Invoke the compiler */ r3xx_compile_fragment_program(&compiler); if (compiler.Base.Error) { @@ -164,5 +182,51 @@ void r300_translate_fragment_shader(struct r300_context* r300, /* And, finally... */ rc_destroy(&compiler.Base); - fs->translated = TRUE; +} + +boolean r300_pick_fragment_shader(struct r300_context* r300) +{ + struct r300_fragment_shader* fs = r300->fs; + struct r300_fragment_program_external_state state; + struct r300_fragment_shader_code* ptr; + + if (!fs->first) { + /* Build the fragment shader for the first time. */ + fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code); + + /* BTW shadow samplers will be known after the first translation, + * therefore we set ~0, which means it should look at all sampler + * states. This choice doesn't have any impact on the correctness. */ + get_compare_state(r300, &fs->shader->compare_state, ~0); + r300_translate_fragment_shader(r300, fs->shader); + return TRUE; + + } else if (fs->shadow_samplers) { + get_compare_state(r300, &state, fs->shadow_samplers); + + /* Check if the currently-bound shader has been compiled + * with the texture-compare state we need. */ + if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) { + /* Search for the right shader. */ + ptr = fs->first; + while (ptr) { + if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) { + fs->shader = ptr; + return TRUE; + } + ptr = ptr->next; + } + + /* Not found, gotta compile a new one. */ + ptr = CALLOC_STRUCT(r300_fragment_shader_code); + ptr->next = fs->first; + fs->first = fs->shader = ptr; + + ptr->compare_state = state; + r300_translate_fragment_shader(r300, ptr); + return TRUE; + } + } + + return FALSE; } |