/************************************************************************** * * 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 ) { 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_SAMPLE_MASK) failover->sw->set_sample_mask( failover->sw, failover->sample_mask ); 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_STENCIL_REF) failover->sw->set_stencil_ref( failover->sw, &failover->stencil_ref ); 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_VERTEX_ELEMENT) failover->sw->bind_vertex_elements_state( failover->sw, failover->vertex_elements->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_fragment_sampler_states( failover->sw, failover->num_samplers, failover->sw_sampler_state ); failover->sw->bind_vertex_sampler_states(failover->sw, failover->num_vertex_samplers, failover->sw_vertex_sampler_state); } if (failover->dirty & FO_NEW_SAMPLER_VIEW) { struct pipe_sampler_view *fragment_views[PIPE_MAX_SAMPLERS]; struct pipe_sampler_view *vertex_views[PIPE_MAX_VERTEX_SAMPLERS]; uint i; for (i = 0; i < failover->num_fragment_sampler_views; i++) { fragment_views[i] = failover->fragment_sampler_views[i]->sw; } failover->sw->set_fragment_sampler_views(failover->sw, failover->num_fragment_sampler_views, fragment_views); for (i = 0; i < failover->num_vertex_sampler_views; i++) { vertex_views[i] = failover->vertex_sampler_views[i]->sw; } failover->sw->set_vertex_sampler_views(failover->sw, failover->num_vertex_sampler_views, vertex_views); } if (failover->dirty & FO_NEW_VERTEX_BUFFER) { failover->sw->set_vertex_buffers( failover->sw, failover->num_vertex_buffers, failover->vertex_buffers ); } if (failover->dirty & FO_NEW_INDEX_BUFFER) { failover->sw->set_index_buffer( failover->sw, &failover->index_buffer ); } failover->dirty = 0; }