void
failover_state_emit( struct failover_context *failover )
{
- unsigned i;
-
if (failover->dirty & FO_NEW_BLEND)
failover->sw->bind_blend_state( failover->sw,
failover->blend->sw_state );
failover->sw->set_viewport_state( failover->sw, &failover->viewport );
if (failover->dirty & FO_NEW_SAMPLER) {
- for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
- if (failover->dirty_sampler & (1<<i)) {
- failover->sw->bind_sampler_state( failover->sw, i,
- failover->sampler[i]->sw_state );
- }
- }
+ failover->sw->bind_sampler_states( failover->sw, failover->num_samplers,
+ failover->sw_sampler_state );
}
if (failover->dirty & FO_NEW_TEXTURE) {
- for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
- if (failover->dirty_texture & (1<<i)) {
- failover->sw->set_sampler_texture( failover->sw, i,
- failover->texture[i] );
- }
- }
+ failover->sw->set_sampler_textures( failover->sw, failover->num_textures,
+ failover->texture );
}
if (failover->dirty & FO_NEW_VERTEX_BUFFER) {
- for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
- if (failover->dirty_vertex_buffer & (1<<i)) {
- failover->sw->set_vertex_buffer( failover->sw, i,
- &failover->vertex_buffer[i] );
- }
- }
+ failover->sw->set_vertex_buffers( failover->sw,
+ failover->num_vertex_buffers,
+ failover->vertex_buffers );
}
if (failover->dirty & FO_NEW_VERTEX_ELEMENT) {
- for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
- if (failover->dirty_vertex_element & (1<<i)) {
- failover->sw->set_vertex_element( failover->sw, i,
- &failover->vertex_element[i] );
- }
- }
+ failover->sw->set_vertex_elements( failover->sw,
+ failover->num_vertex_elements,
+ failover->vertex_elements );
}
failover->dirty = 0;
- failover->dirty_vertex_element = 0;
- failover->dirty_vertex_buffer = 0;
- failover->dirty_texture = 0;
- failover->dirty_sampler = 0;
}