1/*
2 * Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
3 *                Joakim Sindholt <opensource@zhasha.com>
4 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
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/format/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. */
44void 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
88static void find_output_registers(struct r300_fragment_program_compiler * compiler,
89                                  struct r300_fragment_shader_code *shader)
90{
91    unsigned i;
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[shader->info.output_semantic_index[i]] = i;
105                break;
106            case TGSI_SEMANTIC_POSITION:
107                compiler->OutputDepth = i;
108                break;
109        }
110    }
111}
112
113static void allocate_hardware_inputs(
114    struct r300_fragment_program_compiler * c,
115    void (*allocate)(void * data, unsigned input, unsigned hwreg),
116    void * mydata)
117{
118    struct r300_shader_semantics* inputs =
119        (struct r300_shader_semantics*)c->UserData;
120    int i, reg = 0;
121
122    /* Allocate input registers. */
123    for (i = 0; i < ATTR_COLOR_COUNT; i++) {
124        if (inputs->color[i] != ATTR_UNUSED) {
125            allocate(mydata, inputs->color[i], reg++);
126        }
127    }
128    if (inputs->face != ATTR_UNUSED) {
129        allocate(mydata, inputs->face, reg++);
130    }
131    for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
132        if (inputs->generic[i] != ATTR_UNUSED) {
133            allocate(mydata, inputs->generic[i], reg++);
134        }
135    }
136    if (inputs->fog != ATTR_UNUSED) {
137        allocate(mydata, inputs->fog, reg++);
138    }
139    if (inputs->wpos != ATTR_UNUSED) {
140        allocate(mydata, inputs->wpos, reg++);
141    }
142}
143
144void r300_fragment_program_get_external_state(
145    struct r300_context* r300,
146    struct r300_fragment_program_external_state* state)
147{
148    struct r300_textures_state *texstate = r300->textures_state.state;
149    unsigned i;
150
151    state->alpha_to_one = r300->alpha_to_one && r300->msaa_enable;
152
153    for (i = 0; i < texstate->sampler_state_count; i++) {
154        struct r300_sampler_state *s = texstate->sampler_states[i];
155        struct r300_sampler_view *v = texstate->sampler_views[i];
156        struct r300_resource *t;
157
158        if (!s || !v) {
159            continue;
160        }
161
162        t = r300_resource(v->base.texture);
163
164        if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
165            state->unit[i].compare_mode_enabled = 1;
166
167            /* Fortunately, no need to translate this. */
168            state->unit[i].texture_compare_func = s->state.compare_func;
169        }
170
171        /* Pass texture swizzling to the compiler, some lowering passes need it. */
172        if (state->unit[i].compare_mode_enabled) {
173            state->unit[i].texture_swizzle =
174                RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1],
175                                v->swizzle[2], v->swizzle[3]);
176        }
177
178        /* XXX this should probably take into account STR, not just S. */
179        if (t->tex.is_npot) {
180            switch (s->state.wrap_s) {
181            case PIPE_TEX_WRAP_REPEAT:
182                state->unit[i].wrap_mode = RC_WRAP_REPEAT;
183                break;
184
185            case PIPE_TEX_WRAP_MIRROR_REPEAT:
186                state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
187                break;
188
189            case PIPE_TEX_WRAP_MIRROR_CLAMP:
190            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
191            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
192                state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
193                break;
194
195            default:
196                state->unit[i].wrap_mode = RC_WRAP_NONE;
197            }
198
199            if (t->b.target == PIPE_TEXTURE_3D)
200                state->unit[i].clamp_and_scale_before_fetch = TRUE;
201        }
202    }
203}
204
205static void r300_translate_fragment_shader(
206    struct r300_context* r300,
207    struct r300_fragment_shader_code* shader,
208    const struct tgsi_token *tokens);
209
210static void r300_dummy_fragment_shader(
211    struct r300_context* r300,
212    struct r300_fragment_shader_code* shader)
213{
214    struct pipe_shader_state state;
215    struct ureg_program *ureg;
216    struct ureg_dst out;
217    struct ureg_src imm;
218
219    /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
220    ureg = ureg_create(PIPE_SHADER_FRAGMENT);
221    out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
222    imm = ureg_imm4f(ureg, 0, 0, 0, 1);
223
224    ureg_MOV(ureg, out, imm);
225    ureg_END(ureg);
226
227    state.tokens = ureg_finalize(ureg);
228
229    shader->dummy = TRUE;
230    r300_translate_fragment_shader(r300, shader, state.tokens);
231
232    ureg_destroy(ureg);
233}
234
235static void r300_emit_fs_code_to_buffer(
236    struct r300_context *r300,
237    struct r300_fragment_shader_code *shader)
238{
239    struct rX00_fragment_program_code *generic_code = &shader->code;
240    unsigned imm_count = shader->immediates_count;
241    unsigned imm_first = shader->externals_count;
242    unsigned imm_end = generic_code->constants.Count;
243    struct rc_constant *constants = generic_code->constants.Constants;
244    unsigned i;
245    CB_LOCALS;
246
247    if (r300->screen->caps.is_r500) {
248        struct r500_fragment_program_code *code = &generic_code->code.r500;
249
250        shader->cb_code_size = 19 +
251                               ((code->inst_end + 1) * 6) +
252                               imm_count * 7 +
253                               code->int_constant_count * 2;
254
255        NEW_CB(shader->cb_code, shader->cb_code_size);
256        OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
257        OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
258        OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
259        for(i = 0; i < code->int_constant_count; i++){
260                OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
261                                                code->int_constants[i]);
262        }
263        OUT_CB_REG(R500_US_CODE_RANGE,
264                   R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
265        OUT_CB_REG(R500_US_CODE_OFFSET, 0);
266        OUT_CB_REG(R500_US_CODE_ADDR,
267                   R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
268
269        OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
270        OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
271        for (i = 0; i <= code->inst_end; i++) {
272            OUT_CB(code->inst[i].inst0);
273            OUT_CB(code->inst[i].inst1);
274            OUT_CB(code->inst[i].inst2);
275            OUT_CB(code->inst[i].inst3);
276            OUT_CB(code->inst[i].inst4);
277            OUT_CB(code->inst[i].inst5);
278        }
279
280        /* Emit immediates. */
281        if (imm_count) {
282            for(i = imm_first; i < imm_end; ++i) {
283                if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
284                    const float *data = constants[i].u.Immediate;
285
286                    OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
287                               R500_GA_US_VECTOR_INDEX_TYPE_CONST |
288                               (i & R500_GA_US_VECTOR_INDEX_MASK));
289                    OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
290                    OUT_CB_TABLE(data, 4);
291                }
292            }
293        }
294    } else { /* r300 */
295        struct r300_fragment_program_code *code = &generic_code->code.r300;
296        unsigned int alu_length = code->alu.length;
297        unsigned int alu_iterations = ((alu_length - 1) / 64) + 1;
298        unsigned int tex_length = code->tex.length;
299        unsigned int tex_iterations =
300            tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0;
301        unsigned int iterations =
302            alu_iterations > tex_iterations ? alu_iterations : tex_iterations;
303        unsigned int bank = 0;
304
305        shader->cb_code_size = 15 +
306            /* R400_US_CODE_BANK */
307            (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) +
308            /* R400_US_CODE_EXT */
309            (r300->screen->caps.is_r400 ? 2 : 0) +
310            /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */
311            (code->r390_mode ? (5 * alu_iterations) : 4) +
312            /* R400_US_ALU_EXT_ADDR_[0-63] */
313            (code->r390_mode ? (code->alu.length) : 0) +
314            /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */
315            code->alu.length * 4 +
316            /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */
317            (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) +
318            imm_count * 5;
319
320        NEW_CB(shader->cb_code, shader->cb_code_size);
321
322        OUT_CB_REG(R300_US_CONFIG, code->config);
323        OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
324        OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
325
326        if (code->r390_mode) {
327            OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext);
328        } else if (r300->screen->caps.is_r400) {
329            /* This register appears to affect shaders even if r390_mode is
330             * disabled, so it needs to be set to 0 for shaders that
331             * don't use r390_mode. */
332            OUT_CB_REG(R400_US_CODE_EXT, 0);
333        }
334
335        OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
336        OUT_CB_TABLE(code->code_addr, 4);
337
338        do {
339            unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64);
340            unsigned int bank_alu_offset = bank * 64;
341            unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32);
342            unsigned int bank_tex_offset = bank * 32;
343
344            if (r300->screen->caps.is_r400) {
345                OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ?
346                                (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2
347            }
348
349            if (bank_alu_length > 0) {
350                OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length);
351                for (i = 0; i < bank_alu_length; i++)
352                    OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst);
353
354                OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length);
355                for (i = 0; i < bank_alu_length; i++)
356                    OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr);
357
358                OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length);
359                for (i = 0; i < bank_alu_length; i++)
360                    OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst);
361
362                OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length);
363                for (i = 0; i < bank_alu_length; i++)
364                    OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr);
365
366                if (code->r390_mode) {
367                    OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length);
368                    for (i = 0; i < bank_alu_length; i++)
369                        OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr);
370                }
371            }
372
373            if (bank_tex_length > 0) {
374                OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length);
375                OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length);
376            }
377
378            alu_length -= bank_alu_length;
379            tex_length -= bank_tex_length;
380            bank++;
381        } while(code->r390_mode && (alu_length > 0 || tex_length > 0));
382
383        /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders
384         * will be rendered incorrectly. */
385        if (r300->screen->caps.is_r400) {
386            OUT_CB_REG(R400_US_CODE_BANK,
387                code->r390_mode ? R400_R390_MODE_ENABLE : 0);
388        }
389
390        /* Emit immediates. */
391        if (imm_count) {
392            for(i = imm_first; i < imm_end; ++i) {
393                if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
394                    const float *data = constants[i].u.Immediate;
395
396                    OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
397                    OUT_CB(pack_float24(data[0]));
398                    OUT_CB(pack_float24(data[1]));
399                    OUT_CB(pack_float24(data[2]));
400                    OUT_CB(pack_float24(data[3]));
401                }
402            }
403        }
404    }
405
406    OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
407    OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
408    END_CB;
409}
410
411static void r300_translate_fragment_shader(
412    struct r300_context* r300,
413    struct r300_fragment_shader_code* shader,
414    const struct tgsi_token *tokens)
415{
416    struct r300_fragment_program_compiler compiler;
417    struct tgsi_to_rc ttr;
418    int wpos, face;
419    unsigned i;
420
421    tgsi_scan_shader(tokens, &shader->info);
422    r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
423
424    wpos = shader->inputs.wpos;
425    face = shader->inputs.face;
426
427    /* Setup the compiler. */
428    memset(&compiler, 0, sizeof(compiler));
429    rc_init(&compiler.Base, &r300->fs_regalloc_state);
430    DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
431
432    compiler.code = &shader->code;
433    compiler.state = shader->compare_state;
434    if (!shader->dummy)
435        compiler.Base.debug = &r300->debug;
436    compiler.Base.is_r500 = r300->screen->caps.is_r500;
437    compiler.Base.is_r400 = r300->screen->caps.is_r400;
438    compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
439    compiler.Base.has_half_swizzles = TRUE;
440    compiler.Base.has_presub = TRUE;
441    compiler.Base.has_omod = TRUE;
442    compiler.Base.needs_trig_input_transform = DBG_ON(r300, DBG_USE_TGSI);
443    compiler.Base.max_temp_regs =
444        compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32);
445    compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
446    compiler.Base.max_alu_insts =
447        (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64;
448    compiler.Base.max_tex_insts =
449        (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32;
450    compiler.AllocateHwInputs = &allocate_hardware_inputs;
451    compiler.UserData = &shader->inputs;
452
453    find_output_registers(&compiler, shader);
454
455    shader->write_all =
456          shader->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS];
457
458    if (compiler.Base.Debug & RC_DBG_LOG) {
459        DBG(r300, DBG_FP, "r300: Initial fragment program\n");
460        tgsi_dump(tokens, 0);
461    }
462
463    /* Translate TGSI to our internal representation */
464    ttr.compiler = &compiler.Base;
465    ttr.info = &shader->info;
466    ttr.use_half_swizzles = TRUE;
467
468    r300_tgsi_to_rc(&ttr, tokens);
469
470    if (ttr.error) {
471        fprintf(stderr, "r300 FP: Cannot translate a shader. "
472                "Using a dummy shader instead.\n");
473        r300_dummy_fragment_shader(r300, shader);
474        return;
475    }
476
477    if (!r300->screen->caps.is_r500 ||
478        compiler.Base.Program.Constants.Count > 200) {
479        compiler.Base.remove_unused_constants = TRUE;
480    }
481
482    /**
483     * Transform the program to support WPOS.
484     *
485     * Introduce a small fragment at the start of the program that will be
486     * the only code that directly reads the WPOS input.
487     * All other code pieces that reference that input will be rewritten
488     * to read from a newly allocated temporary. */
489    if (wpos != ATTR_UNUSED) {
490        /* Moving the input to some other reg is not really necessary. */
491        rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
492    }
493
494    if (face != ATTR_UNUSED) {
495        rc_transform_fragment_face(&compiler.Base, face);
496    }
497
498    /* Invoke the compiler */
499    r3xx_compile_fragment_program(&compiler);
500
501    if (compiler.Base.Error) {
502        fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
503                " instead.\n", compiler.Base.ErrorMsg);
504
505        if (shader->dummy) {
506            fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
507                    "Giving up...\n");
508            abort();
509        }
510
511        rc_destroy(&compiler.Base);
512        r300_dummy_fragment_shader(r300, shader);
513        return;
514    }
515
516    /* Shaders with zero instructions are invalid,
517     * use the dummy shader instead. */
518    if (shader->code.code.r500.inst_end == -1) {
519        rc_destroy(&compiler.Base);
520        r300_dummy_fragment_shader(r300, shader);
521        return;
522    }
523
524    /* Initialize numbers of constants for each type. */
525    shader->externals_count = 0;
526    for (i = 0;
527         i < shader->code.constants.Count &&
528         shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
529        shader->externals_count = i+1;
530    }
531    shader->immediates_count = 0;
532    shader->rc_state_count = 0;
533
534    for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
535        switch (shader->code.constants.Constants[i].Type) {
536            case RC_CONSTANT_IMMEDIATE:
537                ++shader->immediates_count;
538                break;
539            case RC_CONSTANT_STATE:
540                ++shader->rc_state_count;
541                break;
542            default:
543                assert(0);
544        }
545    }
546
547    /* Setup shader depth output. */
548    if (shader->code.writes_depth) {
549        shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
550        shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
551    } else {
552        shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
553        shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
554    }
555
556    /* And, finally... */
557    rc_destroy(&compiler.Base);
558
559    /* Build the command buffer. */
560    r300_emit_fs_code_to_buffer(r300, shader);
561}
562
563boolean r300_pick_fragment_shader(struct r300_context *r300,
564                                  struct r300_fragment_shader* fs,
565                                  struct r300_fragment_program_external_state *state)
566{
567    struct r300_fragment_shader_code* ptr;
568
569    if (!fs->first) {
570        /* Build the fragment shader for the first time. */
571        fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
572
573        memcpy(&fs->shader->compare_state, state, sizeof(*state));
574        r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
575        return TRUE;
576
577    } else {
578        /* Check if the currently-bound shader has been compiled
579         * with the texture-compare state we need. */
580        if (memcmp(&fs->shader->compare_state, state, sizeof(*state)) != 0) {
581            /* Search for the right shader. */
582            ptr = fs->first;
583            while (ptr) {
584                if (memcmp(&ptr->compare_state, state, sizeof(*state)) == 0) {
585                    if (fs->shader != ptr) {
586                        fs->shader = ptr;
587                        return TRUE;
588                    }
589                    /* The currently-bound one is OK. */
590                    return FALSE;
591                }
592                ptr = ptr->next;
593            }
594
595            /* Not found, gotta compile a new one. */
596            ptr = CALLOC_STRUCT(r300_fragment_shader_code);
597            ptr->next = fs->first;
598            fs->first = fs->shader = ptr;
599
600            memcpy(&ptr->compare_state, state, sizeof(*state));
601            r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
602            return TRUE;
603        }
604    }
605
606    return FALSE;
607}
608