5c000808425cdeedfd11271e47e73c541eab57f7
[profile/ivi/mesa.git] / src / gallium / drivers / failover / fo_state_emit.c
1 /**************************************************************************
2  * 
3  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4  * All Rights Reserved.
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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
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10  * distribute, sub license, and/or sell copies of the Software, and to
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12  * the following conditions:
13  * 
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  * 
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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26  **************************************************************************/
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_STIPPLE)
85       failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );
86
87    if (failover->dirty & FO_NEW_RASTERIZER)
88       failover->sw->bind_rasterizer_state( failover->sw,
89                                            failover->rasterizer->sw_state );
90
91    if (failover->dirty & FO_NEW_SCISSOR)
92       failover->sw->set_scissor_state( failover->sw, &failover->scissor );
93
94    if (failover->dirty & FO_NEW_VIEWPORT)
95       failover->sw->set_viewport_state( failover->sw, &failover->viewport );
96
97    if (failover->dirty & FO_NEW_SAMPLER) {
98       failover->sw->bind_fragment_sampler_states( failover->sw, failover->num_samplers,
99                                                   failover->sw_sampler_state );
100       failover->sw->bind_vertex_sampler_states(failover->sw,
101                                                failover->num_vertex_samplers,
102                                                failover->sw_vertex_sampler_state);
103    }
104
105    if (failover->dirty & FO_NEW_TEXTURE) {
106       failover->sw->set_fragment_sampler_textures( failover->sw, failover->num_textures, 
107                                                    failover->texture );
108       failover->sw->set_vertex_sampler_textures(failover->sw,
109                                                 failover->num_vertex_textures, 
110                                                 failover->vertex_textures);
111    }
112
113    if (failover->dirty & FO_NEW_VERTEX_BUFFER) {
114       failover->sw->set_vertex_buffers( failover->sw,
115                                         failover->num_vertex_buffers,
116                                         failover->vertex_buffers );
117    }
118
119    if (failover->dirty & FO_NEW_VERTEX_ELEMENT) {
120       failover->sw->set_vertex_elements( failover->sw,
121                                          failover->num_vertex_elements,
122                                          failover->vertex_elements );
123    }
124
125    failover->dirty = 0;
126 }