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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* 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 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 TUNGSTEN GRAPHICS AND/OR ITS 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.
*
**************************************************************************/
/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
#include "fo_context.h"
/* This looks like a lot of work at the moment - we're keeping a
* duplicate copy of the state up-to-date.
*
* This can change in two ways:
* - With constant state objects we would only need to save a pointer,
* not the whole object.
* - By adding a callback in the state tracker to re-emit state. The
* state tracker knows the current state already and can re-emit it
* without additional complexity.
*
* This works as a proof-of-concept, but a final version will have
* lower overheads.
*/
/* Bring the software pipe uptodate with current state.
*
* With constant state objects we would probably just send all state
* to both rasterizers all the time???
*/
void
failover_state_emit( struct failover_context *failover )
{
unsigned i;
if (failover->dirty & FO_NEW_BLEND)
failover->sw->bind_blend_state( failover->sw,
failover->blend->sw_state );
if (failover->dirty & FO_NEW_BLEND_COLOR)
failover->sw->set_blend_color( failover->sw, &failover->blend_color );
if (failover->dirty & FO_NEW_CLIP)
failover->sw->set_clip_state( failover->sw, &failover->clip );
if (failover->dirty & FO_NEW_DEPTH_STENCIL)
failover->sw->bind_depth_stencil_alpha_state( failover->sw,
failover->depth_stencil->sw_state );
if (failover->dirty & FO_NEW_FRAMEBUFFER)
failover->sw->set_framebuffer_state( failover->sw, &failover->framebuffer );
if (failover->dirty & FO_NEW_FRAGMENT_SHADER)
failover->sw->bind_fs_state( failover->sw,
failover->fragment_shader->sw_state );
if (failover->dirty & FO_NEW_VERTEX_SHADER)
failover->sw->bind_vs_state( failover->sw,
failover->vertex_shader->sw_state );
if (failover->dirty & FO_NEW_STIPPLE)
failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );
if (failover->dirty & FO_NEW_RASTERIZER)
failover->sw->bind_rasterizer_state( failover->sw,
failover->rasterizer->sw_state );
if (failover->dirty & FO_NEW_SCISSOR)
failover->sw->set_scissor_state( failover->sw, &failover->scissor );
if (failover->dirty & FO_NEW_VIEWPORT)
failover->sw->set_viewport_state( failover->sw, &failover->viewport );
if (failover->dirty & FO_NEW_SAMPLER) {
failover->sw->bind_sampler_states( failover->sw, failover->num_samplers,
failover->sw_sampler_state );
}
if (failover->dirty & FO_NEW_TEXTURE) {
failover->sw->set_sampler_textures( failover->sw, failover->num_textures,
failover->texture );
}
if (failover->dirty & FO_NEW_VERTEX_BUFFER) {
for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
if (failover->dirty_vertex_buffer & (1<<i)) {
failover->sw->set_vertex_buffer( failover->sw, i,
&failover->vertex_buffer[i] );
}
}
}
if (failover->dirty & FO_NEW_VERTEX_ELEMENT) {
for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
if (failover->dirty_vertex_element & (1<<i)) {
failover->sw->set_vertex_element( failover->sw, i,
&failover->vertex_element[i] );
}
}
}
failover->dirty = 0;
failover->dirty_vertex_element = 0;
failover->dirty_vertex_buffer = 0;
}
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