/************************************************************************** * * 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 */ #include "util/u_inlines.h" #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. */ static void * failover_create_blend_state( struct pipe_context *pipe, const struct pipe_blend_state *blend ) { struct fo_state *state = malloc(sizeof(struct fo_state)); struct failover_context *failover = failover_context(pipe); state->sw_state = failover->sw->create_blend_state(failover->sw, blend); state->hw_state = failover->hw->create_blend_state(failover->hw, blend); return state; } static void failover_bind_blend_state( struct pipe_context *pipe, void *blend ) { struct failover_context *failover = failover_context(pipe); struct fo_state *state = (struct fo_state *)blend; failover->blend = state; failover->dirty |= FO_NEW_BLEND; failover->sw->bind_blend_state( failover->sw, state->sw_state ); failover->hw->bind_blend_state( failover->hw, state->hw_state ); } static void failover_delete_blend_state( struct pipe_context *pipe, void *blend ) { struct fo_state *state = (struct fo_state*)blend; struct failover_context *failover = failover_context(pipe); failover->sw->delete_blend_state(failover->sw, state->sw_state); failover->hw->delete_blend_state(failover->hw, state->hw_state); state->sw_state = 0; state->hw_state = 0; free(state); } static void failover_set_blend_color( struct pipe_context *pipe, const struct pipe_blend_color *blend_color ) { struct failover_context *failover = failover_context(pipe); failover->blend_color = *blend_color; failover->dirty |= FO_NEW_BLEND_COLOR; failover->sw->set_blend_color( failover->sw, blend_color ); failover->hw->set_blend_color( failover->hw, blend_color ); } static void failover_set_stencil_ref( struct pipe_context *pipe, const struct pipe_stencil_ref *stencil_ref ) { struct failover_context *failover = failover_context(pipe); failover->stencil_ref = *stencil_ref; failover->dirty |= FO_NEW_STENCIL_REF; failover->sw->set_stencil_ref( failover->sw, stencil_ref ); failover->hw->set_stencil_ref( failover->hw, stencil_ref ); } static void failover_set_clip_state( struct pipe_context *pipe, const struct pipe_clip_state *clip ) { struct failover_context *failover = failover_context(pipe); failover->clip = *clip; failover->dirty |= FO_NEW_CLIP; failover->sw->set_clip_state( failover->sw, clip ); failover->hw->set_clip_state( failover->hw, clip ); } static void * failover_create_depth_stencil_state(struct pipe_context *pipe, const struct pipe_depth_stencil_alpha_state *templ) { struct fo_state *state = malloc(sizeof(struct fo_state)); struct failover_context *failover = failover_context(pipe); state->sw_state = failover->sw->create_depth_stencil_alpha_state(failover->sw, templ); state->hw_state = failover->hw->create_depth_stencil_alpha_state(failover->hw, templ); return state; } static void failover_bind_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil) { struct failover_context *failover = failover_context(pipe); struct fo_state *state = (struct fo_state *)depth_stencil; failover->depth_stencil = state; failover->dirty |= FO_NEW_DEPTH_STENCIL; failover->sw->bind_depth_stencil_alpha_state(failover->sw, state->sw_state); failover->hw->bind_depth_stencil_alpha_state(failover->hw, state->hw_state); } static void failover_delete_depth_stencil_state(struct pipe_context *pipe, void *ds) { struct fo_state *state = (struct fo_state*)ds; struct failover_context *failover = failover_context(pipe); failover->sw->delete_depth_stencil_alpha_state(failover->sw, state->sw_state); failover->hw->delete_depth_stencil_alpha_state(failover->hw, state->hw_state); state->sw_state = 0; state->hw_state = 0; free(state); } static void failover_set_framebuffer_state(struct pipe_context *pipe, const struct pipe_framebuffer_state *framebuffer) { struct failover_context *failover = failover_context(pipe); failover->framebuffer = *framebuffer; failover->dirty |= FO_NEW_FRAMEBUFFER; failover->sw->set_framebuffer_state( failover->sw, framebuffer ); failover->hw->set_framebuffer_state( failover->hw, framebuffer ); } static void * failover_create_fs_state(struct pipe_context *pipe, const struct pipe_shader_state *templ) { struct fo_state *state = malloc(sizeof(struct fo_state)); struct failover_context *failover = failover_context(pipe); state->sw_state = failover->sw->create_fs_state(failover->sw, templ); state->hw_state = failover->hw->create_fs_state(failover->hw, templ); return state; } static void failover_bind_fs_state(struct pipe_context *pipe, void *fs) { struct failover_context *failover = failover_context(pipe); struct fo_state *state = (struct fo_state*)fs; failover->fragment_shader = state; failover->dirty |= FO_NEW_FRAGMENT_SHADER; failover->sw->bind_fs_state(failover->sw, state->sw_state); failover->hw->bind_fs_state(failover->hw, state->hw_state); } static void failover_delete_fs_state(struct pipe_context *pipe, void *fs) { struct fo_state *state = (struct fo_state*)fs; struct failover_context *failover = failover_context(pipe); failover->sw->delete_fs_state(failover->sw, state->sw_state); failover->hw->delete_fs_state(failover->hw, state->hw_state); state->sw_state = 0; state->hw_state = 0; free(state); } static void * failover_create_vs_state(struct pipe_context *pipe, const struct pipe_shader_state *templ) { struct fo_state *state = malloc(sizeof(struct fo_state)); struct failover_context *failover = failover_context(pipe); state->sw_state = failover->sw->create_vs_state(failover->sw, templ); state->hw_state = failover->hw->create_vs_state(failover->hw, templ); return state; } static void failover_bind_vs_state(struct pipe_context *pipe, void *vs) { struct failover_context *failover = failover_context(pipe); struct fo_state *state = (struct fo_state*)vs; failover->vertex_shader = state; failover->dirty |= FO_NEW_VERTEX_SHADER; failover->sw->bind_vs_state(failover->sw, state->sw_state); failover->hw->bind_vs_state(failover->hw, state->hw_state); } static void failover_delete_vs_state(struct pipe_context *pipe, void *vs) { struct fo_state *state = (struct fo_state*)vs; struct failover_context *failover = failover_context(pipe); failover->sw->delete_vs_state(failover->sw, state->sw_state); failover->hw->delete_vs_state(failover->hw, state->hw_state); state->sw_state = 0; state->hw_state = 0; free(state); } static void failover_set_polygon_stipple( struct pipe_context *pipe, const struct pipe_poly_stipple *stipple ) { struct failover_context *failover = failover_context(pipe); failover->poly_stipple = *stipple; failover->dirty |= FO_NEW_STIPPLE; failover->sw->set_polygon_stipple( failover->sw, stipple ); failover->hw->set_polygon_stipple( failover->hw, stipple ); } static void * failover_create_rasterizer_state(struct pipe_context *pipe, const struct pipe_rasterizer_state *templ) { struct fo_state *state = malloc(sizeof(struct fo_state)); struct failover_context *failover = failover_context(pipe); state->sw_state = failover->sw->create_rasterizer_state(failover->sw, templ); state->hw_state = failover->hw->create_rasterizer_state(failover->hw, templ); return state; } static void failover_bind_rasterizer_state(struct pipe_context *pipe, void *raster) { struct failover_context *failover = failover_context(pipe); struct fo_state *state = (struct fo_state*)raster; failover->rasterizer = state; failover->dirty |= FO_NEW_RASTERIZER; failover->sw->bind_rasterizer_state(failover->sw, state->sw_state); failover->hw->bind_rasterizer_state(failover->hw, state->hw_state); } static void failover_delete_rasterizer_state(struct pipe_context *pipe, void *raster) { struct fo_state *state = (struct fo_state*)raster; struct failover_context *failover = failover_context(pipe); failover->sw->delete_rasterizer_state(failover->sw, state->sw_state); failover->hw->delete_rasterizer_state(failover->hw, state->hw_state); state->sw_state = 0; state->hw_state = 0; free(state); } static void failover_set_scissor_state( struct pipe_context *pipe, const struct pipe_scissor_state *scissor ) { struct failover_context *failover = failover_context(pipe); failover->scissor = *scissor; failover->dirty |= FO_NEW_SCISSOR; failover->sw->set_scissor_state( failover->sw, scissor ); failover->hw->set_scissor_state( failover->hw, scissor ); } static void * failover_create_sampler_state(struct pipe_context *pipe, const struct pipe_sampler_state *templ) { struct fo_state *state = malloc(sizeof(struct fo_state)); struct failover_context *failover = failover_context(pipe); state->sw_state = failover->sw->create_sampler_state(failover->sw, templ); state->hw_state = failover->hw->create_sampler_state(failover->hw, templ); return state; } static void failover_bind_fragment_sampler_states(struct pipe_context *pipe, unsigned num, void **sampler) { struct failover_context *failover = failover_context(pipe); struct fo_state *state = (struct fo_state*)sampler; uint i; assert(num <= PIPE_MAX_SAMPLERS); /* Check for no-op */ if (num == failover->num_samplers && !memcmp(failover->sampler, sampler, num * sizeof(void *))) return; for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { failover->sw_sampler_state[i] = i < num ? state[i].sw_state : NULL; failover->hw_sampler_state[i] = i < num ? state[i].hw_state : NULL; } failover->dirty |= FO_NEW_SAMPLER; failover->num_samplers = num; failover->sw->bind_fragment_sampler_states(failover->sw, num, failover->sw_sampler_state); failover->hw->bind_fragment_sampler_states(failover->hw, num, failover->hw_sampler_state); } static void failover_bind_vertex_sampler_states(struct pipe_context *pipe, unsigned num_samplers, void **samplers) { struct failover_context *failover = failover_context(pipe); struct fo_state *state = (struct fo_state*)samplers; uint i; assert(num_samplers <= PIPE_MAX_VERTEX_SAMPLERS); /* Check for no-op */ if (num_samplers == failover->num_vertex_samplers && !memcmp(failover->vertex_samplers, samplers, num_samplers * sizeof(void *))) { return; } for (i = 0; i < PIPE_MAX_VERTEX_SAMPLERS; i++) { failover->sw_vertex_sampler_state[i] = i < num_samplers ? state[i].sw_state : NULL; failover->hw_vertex_sampler_state[i] = i < num_samplers ? state[i].hw_state : NULL; } failover->dirty |= FO_NEW_SAMPLER; failover->num_vertex_samplers = num_samplers; failover->sw->bind_vertex_sampler_states(failover->sw, num_samplers, failover->sw_vertex_sampler_state); failover->hw->bind_vertex_sampler_states(failover->hw, num_samplers, failover->hw_vertex_sampler_state); } static void failover_delete_sampler_state(struct pipe_context *pipe, void *sampler) { struct fo_state *state = (struct fo_state*)sampler; struct failover_context *failover = failover_context(pipe); failover->sw->delete_sampler_state(failover->sw, state->sw_state); failover->hw->delete_sampler_state(failover->hw, state->hw_state); state->sw_state = 0; state->hw_state = 0; free(state); } static void failover_set_fragment_sampler_textures(struct pipe_context *pipe, unsigned num, struct pipe_texture **texture) { struct failover_context *failover = failover_context(pipe); uint i; assert(num <= PIPE_MAX_SAMPLERS); /* Check for no-op */ if (num == failover->num_textures && !memcmp(failover->texture, texture, num * sizeof(struct pipe_texture *))) return; for (i = 0; i < num; i++) pipe_texture_reference((struct pipe_texture **) &failover->texture[i], texture[i]); for (i = num; i < failover->num_textures; i++) pipe_texture_reference((struct pipe_texture **) &failover->texture[i], NULL); failover->dirty |= FO_NEW_TEXTURE; failover->num_textures = num; failover->sw->set_fragment_sampler_textures( failover->sw, num, texture ); failover->hw->set_fragment_sampler_textures( failover->hw, num, texture ); } static void failover_set_vertex_sampler_textures(struct pipe_context *pipe, unsigned num_textures, struct pipe_texture **textures) { struct failover_context *failover = failover_context(pipe); uint i; assert(num_textures <= PIPE_MAX_VERTEX_SAMPLERS); /* Check for no-op */ if (num_textures == failover->num_vertex_textures && !memcmp(failover->vertex_textures, textures, num_textures * sizeof(struct pipe_texture *))) { return; } for (i = 0; i < num_textures; i++) { pipe_texture_reference((struct pipe_texture **)&failover->vertex_textures[i], textures[i]); } for (i = num_textures; i < failover->num_vertex_textures; i++) { pipe_texture_reference((struct pipe_texture **)&failover->vertex_textures[i], NULL); } failover->dirty |= FO_NEW_TEXTURE; failover->num_vertex_textures = num_textures; failover->sw->set_vertex_sampler_textures(failover->sw, num_textures, textures); failover->hw->set_vertex_sampler_textures(failover->hw, num_textures, textures); } static void failover_set_viewport_state( struct pipe_context *pipe, const struct pipe_viewport_state *viewport ) { struct failover_context *failover = failover_context(pipe); failover->viewport = *viewport; failover->dirty |= FO_NEW_VIEWPORT; failover->sw->set_viewport_state( failover->sw, viewport ); failover->hw->set_viewport_state( failover->hw, viewport ); } static void failover_set_vertex_buffers(struct pipe_context *pipe, unsigned count, const struct pipe_vertex_buffer *vertex_buffers) { struct failover_context *failover = failover_context(pipe); memcpy(failover->vertex_buffers, vertex_buffers, count * sizeof(vertex_buffers[0])); failover->dirty |= FO_NEW_VERTEX_BUFFER; failover->num_vertex_buffers = count; failover->sw->set_vertex_buffers( failover->sw, count, vertex_buffers ); failover->hw->set_vertex_buffers( failover->hw, count, vertex_buffers ); } static void failover_set_vertex_elements(struct pipe_context *pipe, unsigned count, const struct pipe_vertex_element *vertex_elements) { struct failover_context *failover = failover_context(pipe); memcpy(failover->vertex_elements, vertex_elements, count * sizeof(vertex_elements[0])); failover->dirty |= FO_NEW_VERTEX_ELEMENT; failover->num_vertex_elements = count; failover->sw->set_vertex_elements( failover->sw, count, vertex_elements ); failover->hw->set_vertex_elements( failover->hw, count, vertex_elements ); } void failover_set_constant_buffer(struct pipe_context *pipe, uint shader, uint index, struct pipe_buffer *buf) { struct failover_context *failover = failover_context(pipe); assert(shader < PIPE_SHADER_TYPES); assert(index == 0); failover->sw->set_constant_buffer(failover->sw, shader, index, buf); failover->hw->set_constant_buffer(failover->hw, shader, index, buf); } void failover_init_state_functions( struct failover_context *failover ) { failover->pipe.create_blend_state = failover_create_blend_state; failover->pipe.bind_blend_state = failover_bind_blend_state; failover->pipe.delete_blend_state = failover_delete_blend_state; failover->pipe.create_sampler_state = failover_create_sampler_state; failover->pipe.bind_fragment_sampler_states = failover_bind_fragment_sampler_states; failover->pipe.bind_vertex_sampler_states = failover_bind_vertex_sampler_states; failover->pipe.delete_sampler_state = failover_delete_sampler_state; failover->pipe.create_depth_stencil_alpha_state = failover_create_depth_stencil_state; failover->pipe.bind_depth_stencil_alpha_state = failover_bind_depth_stencil_state; failover->pipe.delete_depth_stencil_alpha_state = failover_delete_depth_stencil_state; failover->pipe.create_rasterizer_state = failover_create_rasterizer_state; failover->pipe.bind_rasterizer_state = failover_bind_rasterizer_state; failover->pipe.delete_rasterizer_state = failover_delete_rasterizer_state; failover->pipe.create_fs_state = failover_create_fs_state; failover->pipe.bind_fs_state = failover_bind_fs_state; failover->pipe.delete_fs_state = failover_delete_fs_state; failover->pipe.create_vs_state = failover_create_vs_state; failover->pipe.bind_vs_state = failover_bind_vs_state; failover->pipe.delete_vs_state = failover_delete_vs_state; failover->pipe.set_blend_color = failover_set_blend_color; failover->pipe.set_stencil_ref = failover_set_stencil_ref; failover->pipe.set_clip_state = failover_set_clip_state; failover->pipe.set_framebuffer_state = failover_set_framebuffer_state; failover->pipe.set_polygon_stipple = failover_set_polygon_stipple; failover->pipe.set_scissor_state = failover_set_scissor_state; failover->pipe.set_fragment_sampler_textures = failover_set_fragment_sampler_textures; failover->pipe.set_vertex_sampler_textures = failover_set_vertex_sampler_textures; failover->pipe.set_viewport_state = failover_set_viewport_state; failover->pipe.set_vertex_buffers = failover_set_vertex_buffers; failover->pipe.set_vertex_elements = failover_set_vertex_elements; failover->pipe.set_constant_buffer = failover_set_constant_buffer; }