failover: adapt to new vertex element cso
[profile/ivi/mesa.git] / src / gallium / drivers / failover / fo_state_emit.c
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27
28 /* Authors:  Keith Whitwell <keith@tungstengraphics.com>
29  */
30
31 #include "fo_context.h"
32
33 /* This looks like a lot of work at the moment - we're keeping a
34  * duplicate copy of the state up-to-date.  
35  *
36  * This can change in two ways:
37  * - With constant state objects we would only need to save a pointer,
38  *     not the whole object.
39  * - By adding a callback in the state tracker to re-emit state.  The
40  *     state tracker knows the current state already and can re-emit it 
41  *     without additional complexity.
42  *
43  * This works as a proof-of-concept, but a final version will have
44  * lower overheads.
45  */
46
47
48 /* Bring the software pipe uptodate with current state.
49  * 
50  * With constant state objects we would probably just send all state
51  * to both rasterizers all the time???
52  */
53 void
54 failover_state_emit( struct failover_context *failover )
55 {
56    if (failover->dirty & FO_NEW_BLEND)
57       failover->sw->bind_blend_state( failover->sw,
58                                       failover->blend->sw_state );
59
60    if (failover->dirty & FO_NEW_BLEND_COLOR)
61       failover->sw->set_blend_color( failover->sw, &failover->blend_color );
62
63    if (failover->dirty & FO_NEW_CLIP)
64       failover->sw->set_clip_state( failover->sw, &failover->clip );
65
66    if (failover->dirty & FO_NEW_DEPTH_STENCIL)
67       failover->sw->bind_depth_stencil_alpha_state( failover->sw,
68                                                     failover->depth_stencil->sw_state );
69
70    if (failover->dirty & FO_NEW_STENCIL_REF)
71       failover->sw->set_stencil_ref( failover->sw, &failover->stencil_ref );
72
73    if (failover->dirty & FO_NEW_FRAMEBUFFER)
74       failover->sw->set_framebuffer_state( failover->sw, &failover->framebuffer );
75
76    if (failover->dirty & FO_NEW_FRAGMENT_SHADER)
77       failover->sw->bind_fs_state( failover->sw,
78                                    failover->fragment_shader->sw_state );
79
80    if (failover->dirty & FO_NEW_VERTEX_SHADER)
81       failover->sw->bind_vs_state( failover->sw,
82                                    failover->vertex_shader->sw_state );
83
84    if (failover->dirty & FO_NEW_VERTEX_ELEMENT)
85       failover->sw->bind_vertex_elements_state( failover->sw,
86                                                 failover->vertex_elements->sw_state );
87
88    if (failover->dirty & FO_NEW_STIPPLE)
89       failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );
90
91    if (failover->dirty & FO_NEW_RASTERIZER)
92       failover->sw->bind_rasterizer_state( failover->sw,
93                                            failover->rasterizer->sw_state );
94
95    if (failover->dirty & FO_NEW_SCISSOR)
96       failover->sw->set_scissor_state( failover->sw, &failover->scissor );
97
98    if (failover->dirty & FO_NEW_VIEWPORT)
99       failover->sw->set_viewport_state( failover->sw, &failover->viewport );
100
101    if (failover->dirty & FO_NEW_SAMPLER) {
102       failover->sw->bind_fragment_sampler_states( failover->sw, failover->num_samplers,
103                                                   failover->sw_sampler_state );
104       failover->sw->bind_vertex_sampler_states(failover->sw,
105                                                failover->num_vertex_samplers,
106                                                failover->sw_vertex_sampler_state);
107    }
108
109    if (failover->dirty & FO_NEW_TEXTURE) {
110       failover->sw->set_fragment_sampler_textures( failover->sw, failover->num_textures, 
111                                                    failover->texture );
112       failover->sw->set_vertex_sampler_textures(failover->sw,
113                                                 failover->num_vertex_textures, 
114                                                 failover->vertex_textures);
115    }
116
117    if (failover->dirty & FO_NEW_VERTEX_BUFFER) {
118       failover->sw->set_vertex_buffers( failover->sw,
119                                         failover->num_vertex_buffers,
120                                         failover->vertex_buffers );
121    }
122
123    failover->dirty = 0;
124 }