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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_create_blend_state( struct pipe_context *pipe,
const struct pipe_blend_state *blend )
{
struct fo_state *state = malloc(sizeof(struct fo_state));
struct failover_context *failover = failover_context(pipe);
state->sw_state = failover->sw->create_blend_state(failover->sw, blend);
state->hw_state = failover->hw->create_blend_state(failover->hw, blend);
return state;
}
static void
failover_bind_blend_state( struct pipe_context *pipe,
void *blend )
{
struct failover_context *failover = failover_context(pipe);
struct fo_state *state = (struct fo_state *)blend;
failover->blend = state;
failover->dirty |= FO_NEW_BLEND;
failover->sw->bind_blend_state( failover->sw, state->sw_state );
failover->hw->bind_blend_state( failover->hw, state->hw_state );
}
static void
failover_delete_blend_state( struct pipe_context *pipe,
void *blend )
{
struct fo_state *state = (struct fo_state*)blend;
struct failover_context *failover = failover_context(pipe);
failover->sw->delete_blend_state(failover->sw, state->sw_state);
failover->hw->delete_blend_state(failover->hw, state->hw_state);
state->sw_state = 0;
state->hw_state = 0;
free(state);
}
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->sw->set_blend_color( failover->sw, 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->sw->set_clip_state( failover->sw, clip );
failover->hw->set_clip_state( failover->hw, clip );
}
static void *
failover_create_depth_stencil_state(struct pipe_context *pipe,
const struct pipe_depth_stencil_alpha_state *templ)
{
struct fo_state *state = malloc(sizeof(struct fo_state));
struct failover_context *failover = failover_context(pipe);
state->sw_state = failover->sw->create_depth_stencil_alpha_state(failover->sw, templ);
state->hw_state = failover->hw->create_depth_stencil_alpha_state(failover->hw, templ);
return state;
}
static void
failover_bind_depth_stencil_state(struct pipe_context *pipe,
void *depth_stencil)
{
struct failover_context *failover = failover_context(pipe);
struct fo_state *state = (struct fo_state *)depth_stencil;
failover->depth_stencil = state;
failover->dirty |= FO_NEW_DEPTH_STENCIL;
failover->sw->bind_depth_stencil_alpha_state(failover->sw, state->sw_state);
failover->hw->bind_depth_stencil_alpha_state(failover->hw, state->hw_state);
}
static void
failover_delete_depth_stencil_state(struct pipe_context *pipe,
void *ds)
{
struct fo_state *state = (struct fo_state*)ds;
struct failover_context *failover = failover_context(pipe);
failover->sw->delete_depth_stencil_alpha_state(failover->sw, state->sw_state);
failover->hw->delete_depth_stencil_alpha_state(failover->hw, state->hw_state);
state->sw_state = 0;
state->hw_state = 0;
free(state);
}
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->sw->set_framebuffer_state( failover->sw, framebuffer );
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(failover->sw, templ);
state->hw_state = failover->hw->create_fs_state(failover->hw, templ);
return state;
}
static void
failover_bind_fs_state(struct pipe_context *pipe, void *fs)
{
struct failover_context *failover = failover_context(pipe);
struct fo_state *state = (struct fo_state*)fs;
failover->fragment_shader = state;
failover->dirty |= FO_NEW_FRAGMENT_SHADER;
failover->sw->bind_fs_state(failover->sw, state->sw_state);
failover->hw->bind_fs_state(failover->hw, state->hw_state);
}
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(failover->sw, state->sw_state);
failover->hw->delete_fs_state(failover->hw, 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(failover->sw, templ);
state->hw_state = failover->hw->create_vs_state(failover->hw, templ);
return state;
}
static void
failover_bind_vs_state(struct pipe_context *pipe,
void *vs)
{
struct failover_context *failover = failover_context(pipe);
struct fo_state *state = (struct fo_state*)vs;
failover->vertex_shader = state;
failover->dirty |= FO_NEW_VERTEX_SHADER;
failover->sw->bind_vs_state(failover->sw, state->sw_state);
failover->hw->bind_vs_state(failover->hw, state->hw_state);
}
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(failover->sw, state->sw_state);
failover->hw->delete_vs_state(failover->hw, state->hw_state);
state->sw_state = 0;
state->hw_state = 0;
free(state);
}
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->sw->set_polygon_stipple( failover->sw, stipple );
failover->hw->set_polygon_stipple( failover->hw, stipple );
}
static void *
failover_create_rasterizer_state(struct pipe_context *pipe,
const struct pipe_rasterizer_state *templ)
{
struct fo_state *state = malloc(sizeof(struct fo_state));
struct failover_context *failover = failover_context(pipe);
state->sw_state = failover->sw->create_rasterizer_state(failover->sw, templ);
state->hw_state = failover->hw->create_rasterizer_state(failover->hw, templ);
return state;
}
static void
failover_bind_rasterizer_state(struct pipe_context *pipe,
void *raster)
{
struct failover_context *failover = failover_context(pipe);
struct fo_state *state = (struct fo_state*)raster;
failover->rasterizer = state;
failover->dirty |= FO_NEW_RASTERIZER;
failover->sw->bind_rasterizer_state(failover->sw, state->sw_state);
failover->hw->bind_rasterizer_state(failover->hw, state->hw_state);
}
static void
failover_delete_rasterizer_state(struct pipe_context *pipe,
void *raster)
{
struct fo_state *state = (struct fo_state*)raster;
struct failover_context *failover = failover_context(pipe);
failover->sw->delete_rasterizer_state(failover->sw, state->sw_state);
failover->hw->delete_rasterizer_state(failover->hw, state->hw_state);
state->sw_state = 0;
state->hw_state = 0;
free(state);
}
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->sw->set_scissor_state( failover->sw, scissor );
failover->hw->set_scissor_state( failover->hw, scissor );
}
static void *
failover_create_sampler_state(struct pipe_context *pipe,
const struct pipe_sampler_state *templ)
{
struct fo_state *state = malloc(sizeof(struct fo_state));
struct failover_context *failover = failover_context(pipe);
state->sw_state = failover->sw->create_sampler_state(failover->sw, templ);
state->hw_state = failover->hw->create_sampler_state(failover->hw, templ);
return state;
}
static void
failover_bind_sampler_states(struct pipe_context *pipe,
unsigned num, void **sampler)
{
struct failover_context *failover = failover_context(pipe);
struct fo_state *state = (struct fo_state*)sampler;
uint i;
assert(num <= PIPE_MAX_SAMPLERS);
/* Check for no-op */
if (num == failover->num_samplers &&
!memcmp(failover->sampler, sampler, num * sizeof(void *)))
return;
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
failover->sw_sampler_state[i] = i < num ? state[i].sw_state : NULL;
failover->hw_sampler_state[i] = i < num ? state[i].hw_state : NULL;
}
failover->dirty |= FO_NEW_SAMPLER;
failover->num_samplers = num;
failover->sw->bind_sampler_states(failover->sw, num,
failover->sw_sampler_state);
failover->hw->bind_sampler_states(failover->hw, num,
failover->hw_sampler_state);
}
static void
failover_delete_sampler_state(struct pipe_context *pipe, void *sampler)
{
struct fo_state *state = (struct fo_state*)sampler;
struct failover_context *failover = failover_context(pipe);
failover->sw->delete_sampler_state(failover->sw, state->sw_state);
failover->hw->delete_sampler_state(failover->hw, state->hw_state);
state->sw_state = 0;
state->hw_state = 0;
free(state);
}
static void
failover_set_sampler_textures(struct pipe_context *pipe,
unsigned num,
struct pipe_texture **texture)
{
struct failover_context *failover = failover_context(pipe);
uint i;
assert(num <= PIPE_MAX_SAMPLERS);
/* Check for no-op */
if (num == failover->num_textures &&
!memcmp(failover->texture, texture, num * sizeof(struct pipe_texture *)))
return;
for (i = 0; i < num; i++)
pipe_texture_reference((struct pipe_texture **) &failover->texture[i],
texture[i]);
for (i = num; i < failover->num_textures; i++)
pipe_texture_reference((struct pipe_texture **) &failover->texture[i],
NULL);
failover->dirty |= FO_NEW_TEXTURE;
failover->num_textures = num;
failover->sw->set_sampler_textures( failover->sw, num, texture );
failover->hw->set_sampler_textures( failover->hw, num, 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->sw->set_viewport_state( failover->sw, viewport );
failover->hw->set_viewport_state( failover->hw, viewport );
}
static void
failover_set_vertex_buffers(struct pipe_context *pipe,
unsigned count,
const struct pipe_vertex_buffer *vertex_buffers)
{
struct failover_context *failover = failover_context(pipe);
memcpy(failover->vertex_buffers, vertex_buffers,
count * sizeof(vertex_buffers[0]));
failover->dirty |= FO_NEW_VERTEX_BUFFER;
failover->num_vertex_buffers = count;
failover->sw->set_vertex_buffers( failover->sw, count, vertex_buffers );
failover->hw->set_vertex_buffers( failover->hw, count, vertex_buffers );
}
static void
failover_set_vertex_elements(struct pipe_context *pipe,
unsigned count,
const struct pipe_vertex_element *vertex_elements)
{
struct failover_context *failover = failover_context(pipe);
memcpy(failover->vertex_elements, vertex_elements,
count * sizeof(vertex_elements[0]));
failover->dirty |= FO_NEW_VERTEX_ELEMENT;
failover->num_vertex_elements = count;
failover->sw->set_vertex_elements( failover->sw, count, vertex_elements );
failover->hw->set_vertex_elements( failover->hw, count, vertex_elements );
}
void
failover_set_constant_buffer(struct pipe_context *pipe,
uint shader, uint index,
const struct pipe_constant_buffer *buf)
{
struct failover_context *failover = failover_context(pipe);
assert(shader < PIPE_SHADER_TYPES);
assert(index == 0);
failover->sw->set_constant_buffer(failover->sw, shader, index, buf);
failover->hw->set_constant_buffer(failover->hw, shader, index, buf);
}
void
failover_init_state_functions( struct failover_context *failover )
{
failover->pipe.create_blend_state = failover_create_blend_state;
failover->pipe.bind_blend_state = failover_bind_blend_state;
failover->pipe.delete_blend_state = failover_delete_blend_state;
failover->pipe.create_sampler_state = failover_create_sampler_state;
failover->pipe.bind_sampler_states = failover_bind_sampler_states;
failover->pipe.delete_sampler_state = failover_delete_sampler_state;
failover->pipe.create_depth_stencil_alpha_state = failover_create_depth_stencil_state;
failover->pipe.bind_depth_stencil_alpha_state = failover_bind_depth_stencil_state;
failover->pipe.delete_depth_stencil_alpha_state = failover_delete_depth_stencil_state;
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.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_blend_color = failover_set_blend_color;
failover->pipe.set_clip_state = failover_set_clip_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_sampler_textures = failover_set_sampler_textures;
failover->pipe.set_viewport_state = failover_set_viewport_state;
failover->pipe.set_vertex_buffers = failover_set_vertex_buffers;
failover->pipe.set_vertex_elements = failover_set_vertex_elements;
failover->pipe.set_constant_buffer = failover_set_constant_buffer;
}