/* * Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com> * Joakim Sindholt <opensource@zhasha.com> * Copyright 2009 Marek Olšák <maraeo@gmail.com> * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef R300_FS_H #define R300_FS_H #include "pipe/p_state.h" #include "tgsi/tgsi_scan.h" #include "compiler/radeon_code.h" #include "r300_shader_semantics.h" struct r300_fragment_shader_code { struct rX00_fragment_program_code code; struct tgsi_shader_info info; struct r300_shader_semantics inputs; /* Whether the shader was replaced by a dummy one due to a shader * compilation failure. */ boolean dummy; /* Numbers of constants for each type. */ unsigned externals_count; unsigned immediates_count; unsigned rc_state_count; /* Registers for fragment depth output setup. */ uint32_t fg_depth_src; /* R300_FG_DEPTH_SRC: 0x4bd8 */ uint32_t us_out_w; /* R300_US_W_FMT: 0x46b4 */ struct r300_fragment_program_external_state compare_state; unsigned cb_code_size; uint32_t *cb_code; struct r300_fragment_shader_code* next; boolean write_all; }; struct r300_fragment_shader { /* Parent class */ struct pipe_shader_state state; /* Currently-bound fragment shader. */ struct r300_fragment_shader_code* shader; /* List of the same shaders compiled with different texture-compare * states. */ struct r300_fragment_shader_code* first; }; void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, struct r300_shader_semantics* fs_inputs); /* Return TRUE if the shader was switched and should be re-emitted. */ boolean r300_pick_fragment_shader(struct r300_context* r300); static INLINE boolean r300_fragment_shader_writes_depth(struct r300_fragment_shader *fs) { if (!fs) return FALSE; return (fs->shader->code.writes_depth) ? TRUE : FALSE; } static INLINE boolean r300_fragment_shader_writes_all(struct r300_fragment_shader *fs) { if (!fs) return FALSE; return (fs->shader->write_all) ? TRUE : FALSE; } #endif /* R300_FS_H */