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Diffstat (limited to 'src/gallium/drivers/r300/r300_fs.c')
-rw-r--r--src/gallium/drivers/r300/r300_fs.c102
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;
}