diff options
author | keithw <keithw@keithw-laptop.(none)> | 2007-08-21 19:49:46 +0100 |
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committer | keithw <keithw@keithw-laptop.(none)> | 2007-08-21 19:49:46 +0100 |
commit | d70d41eefc1045bd2f8ddf2cb701d7789c671012 (patch) | |
tree | 8193b9d77006c121b70adab4def1ec1bb8a2b3af /src/mesa | |
parent | ce4659e92acfbb0ff8a93a6e619c44b839505ca9 (diff) |
fix cut and paste
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/pipe/failover/fo_state_emit.c | 42 |
1 files changed, 24 insertions, 18 deletions
diff --git a/src/mesa/pipe/failover/fo_state_emit.c b/src/mesa/pipe/failover/fo_state_emit.c index 66142882978..77604193949 100644 --- a/src/mesa/pipe/failover/fo_state_emit.c +++ b/src/mesa/pipe/failover/fo_state_emit.c @@ -44,57 +44,63 @@ * 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] ); } } @@ -103,7 +109,7 @@ failover_state_emit( struct failover_context *failover ) 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] ); } } @@ -112,7 +118,7 @@ failover_state_emit( struct failover_context *failover ) 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] ); } } @@ -121,7 +127,7 @@ failover_state_emit( struct failover_context *failover ) 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] ); } } |