fo: Implement separate vertex sampler state.

This commit is contained in:
Michal Krol
2009-12-01 09:39:08 +01:00
parent f2f7bd855a
commit f8969db2f8
3 changed files with 82 additions and 7 deletions
@@ -72,6 +72,7 @@ struct failover_context {
*/
const struct fo_state *blend;
const struct fo_state *sampler[PIPE_MAX_SAMPLERS];
const struct fo_state *vertex_samplers[PIPE_MAX_VERTEX_SAMPLERS];
const struct fo_state *depth_stencil;
const struct fo_state *rasterizer;
const struct fo_state *fragment_shader;
@@ -83,6 +84,7 @@ struct failover_context {
struct pipe_poly_stipple poly_stipple;
struct pipe_scissor_state scissor;
struct pipe_texture *texture[PIPE_MAX_SAMPLERS];
struct pipe_texture *vertex_textures[PIPE_MAX_VERTEX_SAMPLERS];
struct pipe_viewport_state viewport;
struct pipe_vertex_buffer vertex_buffers[PIPE_MAX_ATTRIBS];
struct pipe_vertex_element vertex_elements[PIPE_MAX_ATTRIBS];
@@ -92,11 +94,15 @@ struct failover_context {
void *sw_sampler_state[PIPE_MAX_SAMPLERS];
void *hw_sampler_state[PIPE_MAX_SAMPLERS];
void *sw_vertex_sampler_state[PIPE_MAX_VERTEX_SAMPLERS];
void *hw_vertex_sampler_state[PIPE_MAX_VERTEX_SAMPLERS];
unsigned dirty;
unsigned num_samplers;
unsigned num_vertex_samplers;
unsigned num_textures;
unsigned num_vertex_textures;
unsigned mode;
struct pipe_context *hw;
+70 -7
View File
@@ -322,8 +322,9 @@ failover_create_sampler_state(struct pipe_context *pipe,
}
static void
failover_bind_sampler_states(struct pipe_context *pipe,
unsigned num, void **sampler)
failover_bind_fragment_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;
@@ -345,6 +346,36 @@ failover_bind_sampler_states(struct pipe_context *pipe,
failover->hw_sampler_state);
}
static void
failover_bind_vertex_sampler_states(struct pipe_context *pipe,
unsigned num_samplers,
void **samplers)
{
struct failover_context *failover = failover_context(pipe);
struct fo_state *state = (struct fo_state*)samplers;
uint i;
assert(num_samplers <= PIPE_MAX_VERTEX_SAMPLERS);
/* Check for no-op */
if (num_samplers == failover->num_vertex_samplers &&
!memcmp(failover->vertex_samplers, samplers, num_samplers * sizeof(void *))) {
return;
}
for (i = 0; i < PIPE_MAX_VERTEX_SAMPLERS; i++) {
failover->sw_vertex_sampler_state[i] = i < num_samplers ? state[i].sw_state : NULL;
failover->hw_vertex_sampler_state[i] = i < num_samplers ? state[i].hw_state : NULL;
}
failover->dirty |= FO_NEW_SAMPLER;
failover->num_vertex_samplers = num_samplers;
failover->sw->bind_vertex_sampler_states(failover->sw,
num_samplers,
failover->sw_vertex_sampler_state);
failover->hw->bind_vertex_sampler_states(failover->hw,
num_samplers,
failover->hw_vertex_sampler_state);
}
static void
failover_delete_sampler_state(struct pipe_context *pipe, void *sampler)
{
@@ -360,9 +391,9 @@ failover_delete_sampler_state(struct pipe_context *pipe, void *sampler)
static void
failover_set_sampler_textures(struct pipe_context *pipe,
unsigned num,
struct pipe_texture **texture)
failover_set_fragment_sampler_textures(struct pipe_context *pipe,
unsigned num,
struct pipe_texture **texture)
{
struct failover_context *failover = failover_context(pipe);
uint i;
@@ -386,6 +417,36 @@ failover_set_sampler_textures(struct pipe_context *pipe,
}
static void
failover_set_vertex_sampler_textures(struct pipe_context *pipe,
unsigned num_textures,
struct pipe_texture **textures)
{
struct failover_context *failover = failover_context(pipe);
uint i;
assert(num_textures <= PIPE_MAX_VERTEX_SAMPLERS);
/* Check for no-op */
if (num_textures == failover->num_vertex_textures &&
!memcmp(failover->vertex_textures, textures, num_textures * sizeof(struct pipe_texture *))) {
return;
}
for (i = 0; i < num_textures; i++) {
pipe_texture_reference((struct pipe_texture **)&failover->vertex_textures[i],
textures[i]);
}
for (i = num_textures; i < failover->num_vertex_textures; i++) {
pipe_texture_reference((struct pipe_texture **)&failover->vertex_textures[i],
NULL);
}
failover->dirty |= FO_NEW_TEXTURE;
failover->num_vertex_textures = num_textures;
failover->sw->set_vertex_sampler_textures(failover->sw, num_textures, textures);
failover->hw->set_vertex_sampler_textures(failover->hw, num_textures, textures);
}
static void
failover_set_viewport_state( struct pipe_context *pipe,
const struct pipe_viewport_state *viewport )
@@ -453,7 +514,8 @@ failover_init_state_functions( struct failover_context *failover )
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_fragment_sampler_states = failover_bind_sampler_states;
failover->pipe.bind_fragment_sampler_states = failover_bind_fragment_sampler_states;
failover->pipe.bind_vertex_sampler_states = failover_bind_vertex_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;
@@ -473,7 +535,8 @@ failover_init_state_functions( struct failover_context *failover )
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_fragment_sampler_textures = failover_set_sampler_textures;
failover->pipe.set_fragment_sampler_textures = failover_set_fragment_sampler_textures;
failover->pipe.set_vertex_sampler_textures = failover_set_vertex_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;
@@ -94,11 +94,17 @@ failover_state_emit( struct failover_context *failover )
if (failover->dirty & FO_NEW_SAMPLER) {
failover->sw->bind_fragment_sampler_states( failover->sw, failover->num_samplers,
failover->sw_sampler_state );
failover->sw->bind_vertex_sampler_states(failover->sw,
failover->num_vertex_samplers,
failover->sw_vertex_sampler_state);
}
if (failover->dirty & FO_NEW_TEXTURE) {
failover->sw->set_fragment_sampler_textures( failover->sw, failover->num_textures,
failover->texture );
failover->sw->set_vertex_sampler_textures(failover->sw,
failover->num_vertex_textures,
failover->vertex_textures);
}
if (failover->dirty & FO_NEW_VERTEX_BUFFER) {