1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
28 /* Authors: Keith Whitwell <keith@tungstengraphics.com>
31 #include "fo_context.h"
33 /* This looks like a lot of work at the moment - we're keeping a
34 * duplicate copy of the state up-to-date.
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.
43 * This works as a proof-of-concept, but a final version will have
48 /* Bring the software pipe uptodate with current state.
50 * With constant state objects we would probably just send all state
51 * to both rasterizers all the time???
54 failover_state_emit( struct failover_context *failover )
56 if (failover->dirty & FO_NEW_BLEND)
57 failover->sw->bind_blend_state( failover->sw,
58 failover->blend->sw_state );
60 if (failover->dirty & FO_NEW_BLEND_COLOR)
61 failover->sw->set_blend_color( failover->sw, &failover->blend_color );
63 if (failover->dirty & FO_NEW_CLIP)
64 failover->sw->set_clip_state( failover->sw, &failover->clip );
66 if (failover->dirty & FO_NEW_DEPTH_STENCIL)
67 failover->sw->bind_depth_stencil_alpha_state( failover->sw,
68 failover->depth_stencil->sw_state );
70 if (failover->dirty & FO_NEW_STENCIL_REF)
71 failover->sw->set_stencil_ref( failover->sw, &failover->stencil_ref );
73 if (failover->dirty & FO_NEW_FRAMEBUFFER)
74 failover->sw->set_framebuffer_state( failover->sw, &failover->framebuffer );
76 if (failover->dirty & FO_NEW_FRAGMENT_SHADER)
77 failover->sw->bind_fs_state( failover->sw,
78 failover->fragment_shader->sw_state );
80 if (failover->dirty & FO_NEW_VERTEX_SHADER)
81 failover->sw->bind_vs_state( failover->sw,
82 failover->vertex_shader->sw_state );
84 if (failover->dirty & FO_NEW_VERTEX_ELEMENT)
85 failover->sw->bind_vertex_elements_state( failover->sw,
86 failover->vertex_elements->sw_state );
88 if (failover->dirty & FO_NEW_STIPPLE)
89 failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );
91 if (failover->dirty & FO_NEW_RASTERIZER)
92 failover->sw->bind_rasterizer_state( failover->sw,
93 failover->rasterizer->sw_state );
95 if (failover->dirty & FO_NEW_SCISSOR)
96 failover->sw->set_scissor_state( failover->sw, &failover->scissor );
98 if (failover->dirty & FO_NEW_VIEWPORT)
99 failover->sw->set_viewport_state( failover->sw, &failover->viewport );
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);
109 if (failover->dirty & FO_NEW_TEXTURE) {
110 failover->sw->set_fragment_sampler_textures( failover->sw, failover->num_textures,
112 failover->sw->set_vertex_sampler_textures(failover->sw,
113 failover->num_vertex_textures,
114 failover->vertex_textures);
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 );