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authorZack Rusin <[email protected]>2007-09-20 07:50:33 -0400
committerZack Rusin <[email protected]>2007-09-20 07:50:33 -0400
commitdaf5b0f41baa50951e7c2f9ea5cd90b119085a7f (patch)
treed273c4ae95a8cb617412c9f7a1b943dc4364420f /src/mesa/pipe/failover
parent37cf13ed9a429c755f121daa1776b1b30a985ab3 (diff)
Switch fragment/vertex shaders to the new caching semantics.
Allow driver custom allocation within cached objects. The shaders are currently twiced (by cso layer and by the program itself).
Diffstat (limited to 'src/mesa/pipe/failover')
-rw-r--r--src/mesa/pipe/failover/fo_context.h4
-rw-r--r--src/mesa/pipe/failover/fo_state.c75
-rw-r--r--src/mesa/pipe/failover/fo_state_emit.c6
3 files changed, 73 insertions, 12 deletions
diff --git a/src/mesa/pipe/failover/fo_context.h b/src/mesa/pipe/failover/fo_context.h
index a649899010f..a81bfe82ddb 100644
--- a/src/mesa/pipe/failover/fo_context.h
+++ b/src/mesa/pipe/failover/fo_context.h
@@ -74,8 +74,8 @@ struct failover_context {
const struct pipe_sampler_state *sampler[PIPE_MAX_SAMPLERS];
const struct pipe_depth_stencil_state *depth_stencil;
const struct fo_state *rasterizer;
- const struct pipe_shader_state *fragment_shader;
- const struct pipe_shader_state *vertex_shader;
+ const struct fo_state *fragment_shader;
+ const struct fo_state *vertex_shader;
struct pipe_alpha_test_state alpha_test;
struct pipe_blend_color blend_color;
diff --git a/src/mesa/pipe/failover/fo_state.c b/src/mesa/pipe/failover/fo_state.c
index 25725625e00..db3aea77565 100644
--- a/src/mesa/pipe/failover/fo_state.c
+++ b/src/mesa/pipe/failover/fo_state.c
@@ -150,26 +150,81 @@ failover_set_framebuffer_state(struct pipe_context *pipe,
failover->hw->set_framebuffer_state( failover->hw, framebuffer );
}
+
+static void *
+failover_create_fs_state(struct pipe_context *pipe,
+ const struct pipe_shader_state *templ)
+{
+ struct fo_state *state = malloc(sizeof(struct fo_state));
+ struct failover_context *failover = failover_context(pipe);
+
+ state->sw_state = failover->sw->create_fs_state(pipe, templ);
+ state->hw_state = failover->hw->create_fs_state(pipe, templ);
+
+ return state;
+}
+
static void
failover_bind_fs_state(struct pipe_context *pipe,
- const struct pipe_shader_state *fs)
+ void *fs)
{
struct failover_context *failover = failover_context(pipe);
- failover->fragment_shader = fs;
+ failover->fragment_shader = (struct fo_state *)fs;
failover->dirty |= FO_NEW_FRAGMENT_SHADER;
- failover->hw->bind_fs_state( failover->hw, fs );
+ failover->hw->bind_fs_state(failover->hw, (struct pipe_shader_state *)fs);
+}
+
+static void
+failover_delete_fs_state(struct pipe_context *pipe,
+ void *fs)
+{
+ struct fo_state *state = (struct fo_state*)fs;
+ struct failover_context *failover = failover_context(pipe);
+
+ failover->sw->delete_fs_state(pipe, state->sw_state);
+ failover->hw->delete_fs_state(pipe, state->hw_state);
+ state->sw_state = 0;
+ state->hw_state = 0;
+ free(state);
+}
+
+static void *
+failover_create_vs_state(struct pipe_context *pipe,
+ const struct pipe_shader_state *templ)
+{
+ struct fo_state *state = malloc(sizeof(struct fo_state));
+ struct failover_context *failover = failover_context(pipe);
+
+ state->sw_state = failover->sw->create_vs_state(pipe, templ);
+ state->hw_state = failover->hw->create_vs_state(pipe, templ);
+
+ return state;
}
static void
failover_bind_vs_state(struct pipe_context *pipe,
- const struct pipe_shader_state *vs)
+ void *vs)
{
struct failover_context *failover = failover_context(pipe);
- failover->vertex_shader = vs;
+ failover->vertex_shader = (struct fo_state*)vs;
failover->dirty |= FO_NEW_VERTEX_SHADER;
- failover->hw->bind_vs_state( failover->hw, vs );
+ failover->hw->bind_vs_state(failover->hw, vs);
+}
+
+static void
+failover_delete_vs_state(struct pipe_context *pipe,
+ void *vs)
+{
+ struct fo_state *state = (struct fo_state*)vs;
+ struct failover_context *failover = failover_context(pipe);
+
+ failover->sw->delete_vs_state(pipe, state->sw_state);
+ failover->hw->delete_vs_state(pipe, state->hw_state);
+ state->sw_state = 0;
+ state->hw_state = 0;
+ free(state);
}
static void
@@ -312,8 +367,12 @@ failover_init_state_functions( struct failover_context *failover )
failover->pipe.create_rasterizer_state = failover_create_rasterizer_state;
failover->pipe.bind_rasterizer_state = failover_bind_rasterizer_state;
failover->pipe.delete_rasterizer_state = failover_delete_rasterizer_state;
- failover->pipe.bind_fs_state = failover_bind_fs_state;
- failover->pipe.bind_vs_state = failover_bind_vs_state;
+ failover->pipe.create_fs_state = failover_create_fs_state;
+ failover->pipe.bind_fs_state = failover_bind_fs_state;
+ failover->pipe.delete_fs_state = failover_delete_fs_state;
+ failover->pipe.create_vs_state = failover_create_vs_state;
+ failover->pipe.bind_vs_state = failover_bind_vs_state;
+ failover->pipe.delete_vs_state = failover_delete_vs_state;
failover->pipe.set_alpha_test_state = failover_set_alpha_test_state;
failover->pipe.set_blend_color = failover_set_blend_color;
diff --git a/src/mesa/pipe/failover/fo_state_emit.c b/src/mesa/pipe/failover/fo_state_emit.c
index f2b0b1edc0e..ec896fd0204 100644
--- a/src/mesa/pipe/failover/fo_state_emit.c
+++ b/src/mesa/pipe/failover/fo_state_emit.c
@@ -78,10 +78,12 @@ failover_state_emit( struct failover_context *failover )
failover->sw->set_framebuffer_state( failover->sw, &failover->framebuffer );
if (failover->dirty & FO_NEW_FRAGMENT_SHADER)
- failover->sw->bind_fs_state( failover->sw, failover->fragment_shader );
+ failover->sw->bind_fs_state( failover->sw,
+ failover->fragment_shader->sw_state );
if (failover->dirty & FO_NEW_VERTEX_SHADER)
- failover->sw->bind_vs_state( failover->sw, failover->vertex_shader );
+ failover->sw->bind_vs_state( failover->sw,
+ failover->vertex_shader->sw_state );
if (failover->dirty & FO_NEW_STIPPLE)
failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );