/************************************************************************** * * 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 "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) { for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { if (failover->dirty_sampler & (1<sw->bind_sampler_state( failover->sw, i, failover->sampler[i]->sw_state ); } } } if (failover->dirty & FO_NEW_TEXTURE) { for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { if (failover->dirty_texture & (1<sw->set_sampler_texture( failover->sw, i, failover->texture[i] ); } } } if (failover->dirty & FO_NEW_VERTEX_BUFFER) { for (i = 0; i < PIPE_ATTRIB_MAX; i++) { if (failover->dirty_vertex_buffer & (1<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<sw->set_vertex_element( failover->sw, i, &failover->vertex_element[i] ); } } } failover->dirty = 0; failover->dirty_vertex_element = 0; failover->dirty_vertex_buffer = 0; failover->dirty_texture = 0; failover->dirty_sampler = 0; }