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/*
* 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 "radeon_code.h"
#include "r300_shader_semantics.h"
struct r300_fragment_shader_code {
struct r300_fragment_program_external_state compare_state;
struct rX00_fragment_program_code code;
struct r300_fragment_shader_code* next;
};
struct r300_fragment_shader {
/* Parent class */
struct pipe_shader_state state;
struct tgsi_shader_info info;
struct r300_shader_semantics inputs;
/* Bits 0-15: TRUE if it's a shadow sampler, FALSE otherwise. */
unsigned shadow_samplers;
/* 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;
}
#endif /* R300_FS_H */
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