* lower overheads.
*/
+
+/* Bring the software pipe uptodate with current state.
+ *
+ * With constant state objects we would probably just send all state
+ * to both rasterizers all the time???
+ */
void
failover_state_emit( struct failover_context *failover )
{
unsigned i;
if (failover->dirty & FO_NEW_ALPHA_TEST)
- failover->hw->set_alpha_test_state( failover->hw, &failover->alpha_test );
+ failover->sw->set_alpha_test_state( failover->sw, &failover->alpha_test );
if (failover->dirty & FO_NEW_BLEND)
- failover->hw->set_blend_state( failover->hw, &failover->blend );
+ failover->sw->set_blend_state( failover->sw, &failover->blend );
if (failover->dirty & FO_NEW_BLEND_COLOR)
- failover->hw->set_blend_color( failover->hw, &failover->blend_color );
+ failover->sw->set_blend_color( failover->sw, &failover->blend_color );
if (failover->dirty & FO_NEW_CLIP)
- failover->hw->set_clip_state( failover->hw, &failover->clip );
+ failover->sw->set_clip_state( failover->sw, &failover->clip );
if (failover->dirty & FO_NEW_CLEAR_COLOR)
- failover->hw->set_clear_color_state( failover->hw, &failover->clear_color );
+ failover->sw->set_clear_color_state( failover->sw, &failover->clear_color );
if (failover->dirty & FO_NEW_DEPTH_TEST)
- failover->hw->set_depth_state( failover->hw, &failover->depth_test );
+ failover->sw->set_depth_state( failover->sw, &failover->depth_test );
if (failover->dirty & FO_NEW_FRAMEBUFFER)
- failover->hw->set_framebuffer_state( failover->hw, &failover->framebuffer );
+ failover->sw->set_framebuffer_state( failover->sw, &failover->framebuffer );
if (failover->dirty & FO_NEW_FRAGMENT_SHADER)
- failover->hw->set_fs_state( failover->hw, &failover->fragment_shader );
+ failover->sw->set_fs_state( failover->sw, &failover->fragment_shader );
if (failover->dirty & FO_NEW_VERTEX_SHADER)
- failover->hw->set_vs_state( failover->hw, &failover->vertex_shader );
+ failover->sw->set_vs_state( failover->sw, &failover->vertex_shader );
if (failover->dirty & FO_NEW_STIPPLE)
- failover->hw->set_polygon_stipple( failover->hw, &failover->poly_stipple );
+ failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );
if (failover->dirty & FO_NEW_SETUP)
- failover->hw->set_setup_state( failover->hw, &failover->setup );
+ failover->sw->set_setup_state( failover->sw, &failover->setup );
if (failover->dirty & FO_NEW_SCISSOR)
- failover->hw->set_scissor_state( failover->hw, &failover->scissor );
+ failover->sw->set_scissor_state( failover->sw, &failover->scissor );
if (failover->dirty & FO_NEW_STENCIL)
- failover->hw->set_stencil_state( failover->hw, &failover->stencil );
+ failover->sw->set_stencil_state( failover->sw, &failover->stencil );
if (failover->dirty & FO_NEW_VIEWPORT)
- failover->hw->set_viewport_state( failover->hw, &failover->viewport );
+ 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->hw->set_sampler_state( failover->hw, i,
+ failover->sw->set_sampler_state( failover->sw, i,
&failover->sampler[i] );
}
}
if (failover->dirty & FO_NEW_TEXTURE) {
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
if (failover->dirty_texture & (1<<i)) {
- failover->hw->set_texture_state( failover->hw, i,
+ failover->sw->set_texture_state( failover->sw, i,
failover->texture[i] );
}
}
if (failover->dirty & FO_NEW_VERTEX_BUFFER) {
for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
if (failover->dirty_vertex_buffer & (1<<i)) {
- failover->hw->set_vertex_buffer( failover->hw, i,
+ failover->sw->set_vertex_buffer( failover->sw, i,
&failover->vertex_buffer[i] );
}
}
if (failover->dirty & FO_NEW_VERTEX_ELEMENT) {
for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
if (failover->dirty_vertex_element & (1<<i)) {
- failover->hw->set_vertex_element( failover->hw, i,
+ failover->sw->set_vertex_element( failover->sw, i,
&failover->vertex_element[i] );
}
}