#include "cso_cache/cso_context.h"
#include "cso_cache/cso_cache.h"
#include "cso_cache/cso_hash.h"
+#include "cso_context.h"
struct cso_context {
struct pipe_context *pipe;
void *blend, *blend_saved;
void *depth_stencil, *depth_stencil_saved;
void *rasterizer, *rasterizer_saved;
- void *fragment_shader, *fragment_shader_saved;
- void *vertex_shader, *vertex_shader_saved;
+ void *fragment_shader, *fragment_shader_saved, *geometry_shader;
+ void *vertex_shader, *vertex_shader_saved, *geometry_shader_saved;
struct pipe_framebuffer_state fb, fb_saved;
struct pipe_viewport_state vp, vp_saved;
ctx->pipe->bind_blend_state( ctx->pipe, NULL );
ctx->pipe->bind_rasterizer_state( ctx->pipe, NULL );
ctx->pipe->bind_fragment_sampler_states( ctx->pipe, 0, NULL );
- ctx->pipe->bind_vertex_sampler_states(ctx->pipe, 0, NULL);
+ if (ctx->pipe->bind_vertex_sampler_states)
+ ctx->pipe->bind_vertex_sampler_states(ctx->pipe, 0, NULL);
ctx->pipe->bind_depth_stencil_alpha_state( ctx->pipe, NULL );
ctx->pipe->bind_fs_state( ctx->pipe, NULL );
ctx->pipe->bind_vs_state( ctx->pipe, NULL );
enum pipe_error cso_set_blend(struct cso_context *ctx,
const struct pipe_blend_state *templ)
{
- unsigned hash_key = cso_construct_key((void*)templ, sizeof(struct pipe_blend_state));
- struct cso_hash_iter iter = cso_find_state_template(ctx->cache,
- hash_key, CSO_BLEND,
- (void*)templ);
+ unsigned key_size, hash_key;
+ struct cso_hash_iter iter;
void *handle;
+ key_size = templ->independent_blend_enable ? sizeof(struct pipe_blend_state) :
+ (char *)&(templ->rt[1]) - (char *)templ;
+ hash_key = cso_construct_key((void*)templ, key_size);
+ iter = cso_find_state_template(ctx->cache, hash_key, CSO_BLEND, (void*)templ);
+
if (cso_hash_iter_is_null(iter)) {
struct cso_blend *cso = MALLOC(sizeof(struct cso_blend));
if (!cso)
return PIPE_ERROR_OUT_OF_MEMORY;
- memcpy(&cso->state, templ, sizeof(*templ));
+ memcpy(&cso->state, templ, key_size);
cso->data = ctx->pipe->create_blend_state(ctx->pipe, &cso->state);
cso->delete_state = (cso_state_callback)ctx->pipe->delete_blend_state;
cso->context = ctx->pipe;
cso_single_sampler_done( ctx );
}
+/*
+ * If the function encouters any errors it will return the
+ * last one. Done to always try to set as many samplers
+ * as possible.
+ */
+enum pipe_error cso_set_vertex_samplers(struct cso_context *ctx,
+ unsigned nr,
+ const struct pipe_sampler_state **templates)
+{
+ unsigned i;
+ enum pipe_error temp, error = PIPE_OK;
+
+ /* TODO: fastpath
+ */
+
+ for (i = 0; i < nr; i++) {
+ temp = cso_single_vertex_sampler( ctx, i, templates[i] );
+ if (temp != PIPE_OK)
+ error = temp;
+ }
+
+ for ( ; i < ctx->nr_samplers; i++) {
+ temp = cso_single_vertex_sampler( ctx, i, NULL );
+ if (temp != PIPE_OK)
+ error = temp;
+ }
+
+ cso_single_vertex_sampler_done( ctx );
+
+ return error;
+}
+
void
cso_save_vertex_samplers(struct cso_context *ctx)
{
}
return PIPE_OK;
}
+
+enum pipe_error cso_set_geometry_shader_handle(struct cso_context *ctx,
+ void *handle)
+{
+ if (ctx->geometry_shader != handle) {
+ ctx->geometry_shader = handle;
+ ctx->pipe->bind_gs_state(ctx->pipe, handle);
+ }
+ return PIPE_OK;
+}
+
+void cso_delete_geometry_shader(struct cso_context *ctx, void *handle)
+{
+ if (handle == ctx->geometry_shader) {
+ /* unbind before deleting */
+ ctx->pipe->bind_gs_state(ctx->pipe, NULL);
+ ctx->geometry_shader = NULL;
+ }
+ ctx->pipe->delete_gs_state(ctx->pipe, handle);
+}
+
+void cso_save_geometry_shader(struct cso_context *ctx)
+{
+ assert(!ctx->geometry_shader_saved);
+ ctx->geometry_shader_saved = ctx->geometry_shader;
+}
+
+void cso_restore_geometry_shader(struct cso_context *ctx)
+{
+ if (ctx->geometry_shader_saved != ctx->geometry_shader) {
+ ctx->pipe->bind_gs_state(ctx->pipe, ctx->geometry_shader_saved);
+ ctx->geometry_shader = ctx->geometry_shader_saved;
+ }
+ ctx->geometry_shader_saved = NULL;
+}