f2b0b1edc0ed0e457846be469815e825a955d881
[mesa.git] / src / mesa / pipe / failover / fo_state_emit.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
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:
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
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.
25 *
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 unsigned i;
57
58 if (failover->dirty & FO_NEW_ALPHA_TEST)
59 failover->sw->set_alpha_test_state( failover->sw, &failover->alpha_test );
60
61 if (failover->dirty & FO_NEW_BLEND)
62 failover->sw->bind_blend_state( failover->sw,
63 failover->blend->sw_state );
64
65 if (failover->dirty & FO_NEW_BLEND_COLOR)
66 failover->sw->set_blend_color( failover->sw, &failover->blend_color );
67
68 if (failover->dirty & FO_NEW_CLIP)
69 failover->sw->set_clip_state( failover->sw, &failover->clip );
70
71 if (failover->dirty & FO_NEW_CLEAR_COLOR)
72 failover->sw->set_clear_color_state( failover->sw, &failover->clear_color );
73
74 if (failover->dirty & FO_NEW_DEPTH_STENCIL)
75 failover->sw->bind_depth_stencil_state( failover->sw, failover->depth_stencil );
76
77 if (failover->dirty & FO_NEW_FRAMEBUFFER)
78 failover->sw->set_framebuffer_state( failover->sw, &failover->framebuffer );
79
80 if (failover->dirty & FO_NEW_FRAGMENT_SHADER)
81 failover->sw->bind_fs_state( failover->sw, failover->fragment_shader );
82
83 if (failover->dirty & FO_NEW_VERTEX_SHADER)
84 failover->sw->bind_vs_state( failover->sw, failover->vertex_shader );
85
86 if (failover->dirty & FO_NEW_STIPPLE)
87 failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );
88
89 if (failover->dirty & FO_NEW_RASTERIZER)
90 failover->sw->bind_rasterizer_state( failover->sw,
91 failover->rasterizer->sw_state );
92
93 if (failover->dirty & FO_NEW_SCISSOR)
94 failover->sw->set_scissor_state( failover->sw, &failover->scissor );
95
96 if (failover->dirty & FO_NEW_VIEWPORT)
97 failover->sw->set_viewport_state( failover->sw, &failover->viewport );
98
99 if (failover->dirty & FO_NEW_SAMPLER) {
100 for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
101 if (failover->dirty_sampler & (1<<i)) {
102 failover->sw->bind_sampler_state( failover->sw, i,
103 failover->sampler[i] );
104 }
105 }
106 }
107
108 if (failover->dirty & FO_NEW_TEXTURE) {
109 for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
110 if (failover->dirty_texture & (1<<i)) {
111 failover->sw->set_texture_state( failover->sw, i,
112 failover->texture[i] );
113 }
114 }
115 }
116
117 if (failover->dirty & FO_NEW_VERTEX_BUFFER) {
118 for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
119 if (failover->dirty_vertex_buffer & (1<<i)) {
120 failover->sw->set_vertex_buffer( failover->sw, i,
121 &failover->vertex_buffer[i] );
122 }
123 }
124 }
125
126 if (failover->dirty & FO_NEW_VERTEX_ELEMENT) {
127 for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
128 if (failover->dirty_vertex_element & (1<<i)) {
129 failover->sw->set_vertex_element( failover->sw, i,
130 &failover->vertex_element[i] );
131 }
132 }
133 }
134
135 failover->dirty = 0;
136 failover->dirty_vertex_element = 0;
137 failover->dirty_vertex_buffer = 0;
138 failover->dirty_texture = 0;
139 failover->dirty_sampler = 0;
140 }