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