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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
#include "fo_context.h"
/* This looks like a lot of work at the moment - we're keeping a
* duplicate copy of the state up-to-date.
*
* This can change in two ways:
* - With constant state objects we would only need to save a pointer,
* not the whole object.
* - By adding a callback in the state tracker to re-emit state. The
* state tracker knows the current state already and can re-emit it
* without additional complexity.
*
* This works as a proof-of-concept, but a final version will have
* lower overheads.
*/
static void
failover_set_alpha_test_state(struct pipe_context *pipe,
const struct pipe_alpha_test_state *alpha)
{
struct failover_context *failover = failover_context(pipe);
failover->alpha_test = *alpha;
failover->dirty |= FO_NEW_ALPHA_TEST;
failover->hw->set_alpha_test_state( failover->hw, alpha );
}
static void
failover_bind_blend_state( struct pipe_context *pipe,
const struct pipe_blend_state *blend )
{
struct failover_context *failover = failover_context(pipe);
failover->blend = blend;
failover->dirty |= FO_NEW_BLEND;
failover->hw->bind_blend_state( failover->hw, blend );
}
static void
failover_set_blend_color( struct pipe_context *pipe,
const struct pipe_blend_color *blend_color )
{
struct failover_context *failover = failover_context(pipe);
failover->blend_color = *blend_color;
failover->dirty |= FO_NEW_BLEND_COLOR;
failover->hw->set_blend_color( failover->hw, blend_color );
}
static void
failover_set_clip_state( struct pipe_context *pipe,
const struct pipe_clip_state *clip )
{
struct failover_context *failover = failover_context(pipe);
failover->clip = *clip;
failover->dirty |= FO_NEW_CLIP;
failover->hw->set_clip_state( failover->hw, clip );
}
static void
failover_set_clear_color_state( struct pipe_context *pipe,
const struct pipe_clear_color_state *clear_color )
{
struct failover_context *failover = failover_context(pipe);
failover->clear_color = *clear_color;
failover->dirty |= FO_NEW_CLEAR_COLOR;
failover->hw->set_clear_color_state( failover->hw, clear_color );
}
static void
failover_bind_depth_stencil_state(struct pipe_context *pipe,
const struct pipe_depth_stencil_state *depth_stencil)
{
struct failover_context *failover = failover_context(pipe);
failover->depth_stencil = depth_stencil;
failover->dirty |= FO_NEW_DEPTH_STENCIL;
failover->hw->bind_depth_stencil_state( failover->hw, depth_stencil );
}
static void
failover_set_framebuffer_state(struct pipe_context *pipe,
const struct pipe_framebuffer_state *framebuffer)
{
struct failover_context *failover = failover_context(pipe);
failover->framebuffer = *framebuffer;
failover->dirty |= FO_NEW_FRAMEBUFFER;
failover->hw->set_framebuffer_state( failover->hw, framebuffer );
}
static void
failover_bind_fs_state(struct pipe_context *pipe,
const struct pipe_shader_state *fs)
{
struct failover_context *failover = failover_context(pipe);
failover->fragment_shader = fs;
failover->dirty |= FO_NEW_FRAGMENT_SHADER;
failover->hw->bind_fs_state( failover->hw, fs );
}
static void
failover_bind_vs_state(struct pipe_context *pipe,
const struct pipe_shader_state *vs)
{
struct failover_context *failover = failover_context(pipe);
failover->vertex_shader = vs;
failover->dirty |= FO_NEW_VERTEX_SHADER;
failover->hw->bind_vs_state( failover->hw, vs );
}
static void
failover_set_polygon_stipple( struct pipe_context *pipe,
const struct pipe_poly_stipple *stipple )
{
struct failover_context *failover = failover_context(pipe);
failover->poly_stipple = *stipple;
failover->dirty |= FO_NEW_STIPPLE;
failover->hw->set_polygon_stipple( failover->hw, stipple );
}
static void
failover_bind_rasterizer_state( struct pipe_context *pipe,
const struct pipe_rasterizer_state *setup )
{
struct failover_context *failover = failover_context(pipe);
failover->rasterizer = setup;
failover->dirty |= FO_NEW_RASTERIZER;
failover->hw->bind_rasterizer_state( failover->hw, setup );
}
static void
failover_set_scissor_state( struct pipe_context *pipe,
const struct pipe_scissor_state *scissor )
{
struct failover_context *failover = failover_context(pipe);
failover->scissor = *scissor;
failover->dirty |= FO_NEW_SCISSOR;
failover->hw->set_scissor_state( failover->hw, scissor );
}
static void
failover_bind_sampler_state(struct pipe_context *pipe,
unsigned unit,
const struct pipe_sampler_state *sampler)
{
struct failover_context *failover = failover_context(pipe);
failover->sampler[unit] = sampler;
failover->dirty |= FO_NEW_SAMPLER;
failover->dirty_sampler |= (1<<unit);
failover->hw->bind_sampler_state( failover->hw, unit, sampler );
}
static void
failover_set_texture_state(struct pipe_context *pipe,
unsigned unit,
struct pipe_mipmap_tree *texture)
{
struct failover_context *failover = failover_context(pipe);
failover->texture[unit] = texture;
failover->dirty |= FO_NEW_TEXTURE;
failover->dirty_texture |= (1<<unit);
failover->hw->set_texture_state( failover->hw, unit, texture );
}
static void
failover_set_viewport_state( struct pipe_context *pipe,
const struct pipe_viewport_state *viewport )
{
struct failover_context *failover = failover_context(pipe);
failover->viewport = *viewport;
failover->dirty |= FO_NEW_VIEWPORT;
failover->hw->set_viewport_state( failover->hw, viewport );
}
static void
failover_set_vertex_buffer(struct pipe_context *pipe,
unsigned unit,
const struct pipe_vertex_buffer *vertex_buffer)
{
struct failover_context *failover = failover_context(pipe);
failover->vertex_buffer[unit] = *vertex_buffer;
failover->dirty |= FO_NEW_VERTEX_BUFFER;
failover->dirty_vertex_buffer |= (1<<unit);
failover->hw->set_vertex_buffer( failover->hw, unit, vertex_buffer );
}
static void
failover_set_vertex_element(struct pipe_context *pipe,
unsigned unit,
const struct pipe_vertex_element *vertex_element)
{
struct failover_context *failover = failover_context(pipe);
failover->vertex_element[unit] = *vertex_element;
failover->dirty |= FO_NEW_VERTEX_ELEMENT;
failover->dirty_vertex_element |= (1<<unit);
failover->hw->set_vertex_element( failover->hw, unit, vertex_element );
}
void
failover_init_state_functions( struct failover_context *failover )
{
failover->pipe.bind_blend_state = failover_bind_blend_state;
failover->pipe.bind_sampler_state = failover_bind_sampler_state;
failover->pipe.bind_depth_stencil_state = failover_bind_depth_stencil_state;
failover->pipe.bind_rasterizer_state = failover_bind_rasterizer_state;
failover->pipe.bind_fs_state = failover_bind_fs_state;
failover->pipe.bind_vs_state = failover_bind_vs_state;
failover->pipe.set_alpha_test_state = failover_set_alpha_test_state;
failover->pipe.set_blend_color = failover_set_blend_color;
failover->pipe.set_clip_state = failover_set_clip_state;
failover->pipe.set_clear_color_state = failover_set_clear_color_state;
failover->pipe.set_framebuffer_state = failover_set_framebuffer_state;
failover->pipe.set_polygon_stipple = failover_set_polygon_stipple;
failover->pipe.set_scissor_state = failover_set_scissor_state;
failover->pipe.set_texture_state = failover_set_texture_state;
failover->pipe.set_viewport_state = failover_set_viewport_state;
failover->pipe.set_vertex_buffer = failover_set_vertex_buffer;
failover->pipe.set_vertex_element = failover_set_vertex_element;
}
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