Tizen 2.0 Release
[profile/ivi/osmesa.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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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.
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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_SAMPLE_MASK)
67       failover->sw->set_sample_mask( failover->sw, failover->sample_mask );
68
69    if (failover->dirty & FO_NEW_DEPTH_STENCIL)
70       failover->sw->bind_depth_stencil_alpha_state( failover->sw,
71                                                     failover->depth_stencil->sw_state );
72
73    if (failover->dirty & FO_NEW_STENCIL_REF)
74       failover->sw->set_stencil_ref( failover->sw, &failover->stencil_ref );
75
76    if (failover->dirty & FO_NEW_FRAMEBUFFER)
77       failover->sw->set_framebuffer_state( failover->sw, &failover->framebuffer );
78
79    if (failover->dirty & FO_NEW_FRAGMENT_SHADER)
80       failover->sw->bind_fs_state( failover->sw,
81                                    failover->fragment_shader->sw_state );
82
83    if (failover->dirty & FO_NEW_VERTEX_SHADER)
84       failover->sw->bind_vs_state( failover->sw,
85                                    failover->vertex_shader->sw_state );
86
87    if (failover->dirty & FO_NEW_VERTEX_ELEMENT)
88       failover->sw->bind_vertex_elements_state( failover->sw,
89                                                 failover->vertex_elements->sw_state );
90
91    if (failover->dirty & FO_NEW_STIPPLE)
92       failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );
93
94    if (failover->dirty & FO_NEW_RASTERIZER)
95       failover->sw->bind_rasterizer_state( failover->sw,
96                                            failover->rasterizer->sw_state );
97
98    if (failover->dirty & FO_NEW_SCISSOR)
99       failover->sw->set_scissor_state( failover->sw, &failover->scissor );
100
101    if (failover->dirty & FO_NEW_VIEWPORT)
102       failover->sw->set_viewport_state( failover->sw, &failover->viewport );
103
104    if (failover->dirty & FO_NEW_SAMPLER) {
105       failover->sw->bind_fragment_sampler_states( failover->sw, failover->num_samplers,
106                                                   failover->sw_sampler_state );
107       failover->sw->bind_vertex_sampler_states(failover->sw,
108                                                failover->num_vertex_samplers,
109                                                failover->sw_vertex_sampler_state);
110    }
111
112    if (failover->dirty & FO_NEW_SAMPLER_VIEW) {
113       struct pipe_sampler_view *fragment_views[PIPE_MAX_SAMPLERS];
114       struct pipe_sampler_view *vertex_views[PIPE_MAX_VERTEX_SAMPLERS];
115       uint i;
116
117       for (i = 0; i < failover->num_fragment_sampler_views; i++) {
118          fragment_views[i] = failover->fragment_sampler_views[i]->sw;
119       }
120       failover->sw->set_fragment_sampler_views(failover->sw,
121                                                failover->num_fragment_sampler_views,
122                                                fragment_views);
123
124       for (i = 0; i < failover->num_vertex_sampler_views; i++) {
125          vertex_views[i] = failover->vertex_sampler_views[i]->sw;
126       }
127       failover->sw->set_vertex_sampler_views(failover->sw,
128                                              failover->num_vertex_sampler_views,
129                                              vertex_views);
130    }
131
132    if (failover->dirty & FO_NEW_VERTEX_BUFFER) {
133       failover->sw->set_vertex_buffers( failover->sw,
134                                         failover->num_vertex_buffers,
135                                         failover->vertex_buffers );
136    }
137
138    if (failover->dirty & FO_NEW_INDEX_BUFFER) {
139       failover->sw->set_index_buffer( failover->sw,
140                                       &failover->index_buffer );
141    }
142
143    failover->dirty = 0;
144 }