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r300g: use a dummy replacement fragment shader if the shader compilation fails
Better than killing an application.
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parent
bd09fce271
commit
69019afa67
5 changed files with 80 additions and 33 deletions
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@ -26,6 +26,7 @@
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#include "util/u_memory.h"
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#include "tgsi/tgsi_dump.h"
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#include "tgsi/tgsi_ureg.h"
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#include "r300_context.h"
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#include "r300_screen.h"
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@ -76,20 +77,20 @@ void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
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}
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static void find_output_registers(struct r300_fragment_program_compiler * compiler,
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struct r300_fragment_shader * fs)
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struct r300_fragment_shader_code *shader)
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{
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unsigned i, colorbuf_count = 0;
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/* Mark the outputs as not present initially */
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compiler->OutputColor[0] = fs->info.num_outputs;
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compiler->OutputColor[1] = fs->info.num_outputs;
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compiler->OutputColor[2] = fs->info.num_outputs;
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compiler->OutputColor[3] = fs->info.num_outputs;
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compiler->OutputDepth = fs->info.num_outputs;
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compiler->OutputColor[0] = shader->info.num_outputs;
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compiler->OutputColor[1] = shader->info.num_outputs;
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compiler->OutputColor[2] = shader->info.num_outputs;
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compiler->OutputColor[3] = shader->info.num_outputs;
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compiler->OutputDepth = shader->info.num_outputs;
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/* Now see where they really are. */
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for(i = 0; i < fs->info.num_outputs; ++i) {
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switch(fs->info.output_semantic_name[i]) {
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for(i = 0; i < shader->info.num_outputs; ++i) {
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switch(shader->info.output_semantic_name[i]) {
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case TGSI_SEMANTIC_COLOR:
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compiler->OutputColor[colorbuf_count] = i;
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colorbuf_count++;
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@ -154,13 +155,48 @@ static void get_compare_state(
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}
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static void r300_translate_fragment_shader(
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struct r300_context* r300,
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struct r300_fragment_shader_code* shader,
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const struct tgsi_token *tokens);
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static void r300_dummy_fragment_shader(
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struct r300_context* r300,
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struct r300_fragment_shader_code* shader)
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{
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struct r300_fragment_shader* fs = r300->fs;
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struct pipe_shader_state state;
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struct ureg_program *ureg;
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struct ureg_dst out;
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struct ureg_src imm;
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/* Make a simple fragment shader which outputs (0, 0, 0, 1) */
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ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
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out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
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imm = ureg_imm4f(ureg, 0, 0, 0, 1);
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ureg_MOV(ureg, out, imm);
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ureg_END(ureg);
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state.tokens = ureg_finalize(ureg);
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shader->dummy = TRUE;
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r300_translate_fragment_shader(r300, shader, state.tokens);
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ureg_destroy(ureg);
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}
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static void r300_translate_fragment_shader(
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struct r300_context* r300,
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struct r300_fragment_shader_code* shader,
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const struct tgsi_token *tokens)
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{
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struct r300_fragment_program_compiler compiler;
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struct tgsi_to_rc ttr;
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int wpos = fs->inputs.wpos;
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int wpos;
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tgsi_scan_shader(tokens, &shader->info);
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r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
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wpos = shader->inputs.wpos;
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/* Setup the compiler. */
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memset(&compiler, 0, sizeof(compiler));
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@ -172,23 +208,23 @@ static void r300_translate_fragment_shader(
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compiler.is_r500 = r300->screen->caps.is_r500;
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compiler.max_temp_regs = compiler.is_r500 ? 128 : 32;
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compiler.AllocateHwInputs = &allocate_hardware_inputs;
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compiler.UserData = &fs->inputs;
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compiler.UserData = &shader->inputs;
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find_output_registers(&compiler, fs);
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find_output_registers(&compiler, shader);
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if (compiler.Base.Debug) {
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debug_printf("r300: Initial fragment program\n");
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tgsi_dump(fs->state.tokens, 0);
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tgsi_dump(tokens, 0);
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}
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/* Translate TGSI to our internal representation */
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ttr.compiler = &compiler.Base;
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ttr.info = &fs->info;
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ttr.info = &shader->info;
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ttr.use_half_swizzles = TRUE;
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r300_tgsi_to_rc(&ttr, fs->state.tokens);
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r300_tgsi_to_rc(&ttr, tokens);
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fs->shadow_samplers = compiler.Base.Program.ShadowSamplers;
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shader->shadow_samplers = compiler.Base.Program.ShadowSamplers;
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/**
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* Transform the program to support WPOS.
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@ -205,10 +241,15 @@ static void r300_translate_fragment_shader(
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/* Invoke the compiler */
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r3xx_compile_fragment_program(&compiler);
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if (compiler.Base.Error) {
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/* XXX failover maybe? */
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fprintf(stderr, "r300 FP: Compiler Error:\n%s",
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compiler.Base.ErrorMsg);
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abort();
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fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
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" instead.\n", compiler.Base.ErrorMsg);
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if (shader->dummy) {
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fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
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"Giving up...\n");
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abort();
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}
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r300_dummy_fragment_shader(r300, shader);
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}
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/* And, finally... */
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@ -229,7 +270,8 @@ boolean r300_pick_fragment_shader(struct r300_context* r300)
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* therefore we set ~0, which means it should look at all sampler
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* states. This choice doesn't have any impact on the correctness. */
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get_compare_state(r300, &fs->shader->compare_state, ~0);
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r300_translate_fragment_shader(r300, fs->shader);
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r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
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fs->shadow_samplers = fs->shader->shadow_samplers;
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return TRUE;
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} else if (fs->shadow_samplers) {
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@ -254,7 +296,7 @@ boolean r300_pick_fragment_shader(struct r300_context* r300)
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fs->first = fs->shader = ptr;
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ptr->compare_state = state;
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r300_translate_fragment_shader(r300, ptr);
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r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
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return TRUE;
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}
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}
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@ -31,6 +31,16 @@
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#include "r300_shader_semantics.h"
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struct r300_fragment_shader_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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/* Bits 0-15: TRUE if it's a shadow sampler, FALSE otherwise. */
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unsigned shadow_samplers;
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struct r300_fragment_program_external_state compare_state;
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struct rX00_fragment_program_code code;
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@ -41,10 +51,8 @@ struct r300_fragment_shader {
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/* Parent class */
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struct pipe_shader_state state;
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struct tgsi_shader_info info;
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struct r300_shader_semantics inputs;
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/* Bits 0-15: TRUE if it's a shadow sampler, FALSE otherwise. */
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/* Bits 0-15: TRUE if it's a shadow sampler, FALSE otherwise.
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* Initialized from the first compiled FS. */
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unsigned shadow_samplers;
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/* Currently-bound fragment shader. */
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@ -679,9 +679,6 @@ static void* r300_create_fs_state(struct pipe_context* pipe,
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fs->state = *shader;
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fs->state.tokens = tgsi_dup_tokens(shader->tokens);
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tgsi_scan_shader(shader->tokens, &fs->info);
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r300_shader_read_fs_inputs(&fs->info, &fs->inputs);
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return (void*)fs;
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}
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@ -1103,7 +1100,7 @@ static void r300_set_viewport_state(struct pipe_context* pipe,
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}
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r300->viewport_state.dirty = TRUE;
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if (r300->fs && r300->fs->inputs.wpos != ATTR_UNUSED) {
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if (r300->fs && r300->fs->shader->inputs.wpos != ATTR_UNUSED) {
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r300->dirty_state |= R300_NEW_FRAGMENT_SHADER_CONSTANTS;
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}
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}
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@ -376,7 +376,7 @@ static void r300_update_derived_shader_state(struct r300_context* r300)
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{
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struct r300_vertex_shader* vs = r300->vs_state.state;
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r300_update_rs_block(r300, &vs->outputs, &r300->fs->inputs);
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r300_update_rs_block(r300, &vs->outputs, &r300->fs->shader->inputs);
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}
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static boolean r300_dsa_writes_depth_stencil(struct r300_dsa_state* dsa)
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@ -437,7 +437,7 @@ static void r300_update_ztop(struct r300_context* r300)
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/* ZS writes */
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if (r300_dsa_writes_depth_stencil(r300->dsa_state.state) &&
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(r300_dsa_alpha_test_enabled(r300->dsa_state.state) ||/* (1) */
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r300->fs->info.uses_kill)) { /* (2) */
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r300->fs->shader->info.uses_kill)) { /* (2) */
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ztop_state->z_buffer_top = R300_ZTOP_DISABLE;
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} else if (r300_fragment_shader_writes_depth(r300->fs)) { /* (5) */
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ztop_state->z_buffer_top = R300_ZTOP_DISABLE;
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@ -318,7 +318,7 @@ boolean r300_vertex_shader_setup_wpos(struct r300_context* r300)
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return FALSE;
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}
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if (r300->fs->inputs.wpos != ATTR_UNUSED) {
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if (r300->fs->shader->inputs.wpos != ATTR_UNUSED) {
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/* Enable WPOS in VAP. */
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if (!(vap_out->vap_vsm_vtx_assm & tex_fmt)) {
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vap_out->vap_vsm_vtx_assm |= tex_fmt;
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