fo: Implement separate vertex sampler state.
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@@ -72,6 +72,7 @@ struct failover_context {
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*/
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const struct fo_state *blend;
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const struct fo_state *sampler[PIPE_MAX_SAMPLERS];
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const struct fo_state *vertex_samplers[PIPE_MAX_VERTEX_SAMPLERS];
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const struct fo_state *depth_stencil;
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const struct fo_state *rasterizer;
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const struct fo_state *fragment_shader;
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@@ -83,6 +84,7 @@ struct failover_context {
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struct pipe_poly_stipple poly_stipple;
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struct pipe_scissor_state scissor;
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struct pipe_texture *texture[PIPE_MAX_SAMPLERS];
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struct pipe_texture *vertex_textures[PIPE_MAX_VERTEX_SAMPLERS];
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struct pipe_viewport_state viewport;
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struct pipe_vertex_buffer vertex_buffers[PIPE_MAX_ATTRIBS];
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struct pipe_vertex_element vertex_elements[PIPE_MAX_ATTRIBS];
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@@ -92,11 +94,15 @@ struct failover_context {
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void *sw_sampler_state[PIPE_MAX_SAMPLERS];
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void *hw_sampler_state[PIPE_MAX_SAMPLERS];
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void *sw_vertex_sampler_state[PIPE_MAX_VERTEX_SAMPLERS];
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void *hw_vertex_sampler_state[PIPE_MAX_VERTEX_SAMPLERS];
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unsigned dirty;
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unsigned num_samplers;
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unsigned num_vertex_samplers;
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unsigned num_textures;
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unsigned num_vertex_textures;
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unsigned mode;
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struct pipe_context *hw;
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@@ -322,8 +322,9 @@ failover_create_sampler_state(struct pipe_context *pipe,
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}
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static void
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failover_bind_sampler_states(struct pipe_context *pipe,
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unsigned num, void **sampler)
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failover_bind_fragment_sampler_states(struct pipe_context *pipe,
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unsigned num,
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void **sampler)
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{
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struct failover_context *failover = failover_context(pipe);
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struct fo_state *state = (struct fo_state*)sampler;
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@@ -345,6 +346,36 @@ failover_bind_sampler_states(struct pipe_context *pipe,
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failover->hw_sampler_state);
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}
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static void
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failover_bind_vertex_sampler_states(struct pipe_context *pipe,
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unsigned num_samplers,
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void **samplers)
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{
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struct failover_context *failover = failover_context(pipe);
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struct fo_state *state = (struct fo_state*)samplers;
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uint i;
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assert(num_samplers <= PIPE_MAX_VERTEX_SAMPLERS);
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/* Check for no-op */
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if (num_samplers == failover->num_vertex_samplers &&
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!memcmp(failover->vertex_samplers, samplers, num_samplers * sizeof(void *))) {
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return;
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}
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for (i = 0; i < PIPE_MAX_VERTEX_SAMPLERS; i++) {
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failover->sw_vertex_sampler_state[i] = i < num_samplers ? state[i].sw_state : NULL;
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failover->hw_vertex_sampler_state[i] = i < num_samplers ? state[i].hw_state : NULL;
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}
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failover->dirty |= FO_NEW_SAMPLER;
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failover->num_vertex_samplers = num_samplers;
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failover->sw->bind_vertex_sampler_states(failover->sw,
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num_samplers,
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failover->sw_vertex_sampler_state);
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failover->hw->bind_vertex_sampler_states(failover->hw,
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num_samplers,
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failover->hw_vertex_sampler_state);
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}
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static void
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failover_delete_sampler_state(struct pipe_context *pipe, void *sampler)
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{
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@@ -360,9 +391,9 @@ failover_delete_sampler_state(struct pipe_context *pipe, void *sampler)
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static void
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failover_set_sampler_textures(struct pipe_context *pipe,
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unsigned num,
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struct pipe_texture **texture)
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failover_set_fragment_sampler_textures(struct pipe_context *pipe,
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unsigned num,
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struct pipe_texture **texture)
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{
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struct failover_context *failover = failover_context(pipe);
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uint i;
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@@ -386,6 +417,36 @@ failover_set_sampler_textures(struct pipe_context *pipe,
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}
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static void
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failover_set_vertex_sampler_textures(struct pipe_context *pipe,
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unsigned num_textures,
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struct pipe_texture **textures)
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{
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struct failover_context *failover = failover_context(pipe);
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uint i;
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assert(num_textures <= PIPE_MAX_VERTEX_SAMPLERS);
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/* Check for no-op */
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if (num_textures == failover->num_vertex_textures &&
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!memcmp(failover->vertex_textures, textures, num_textures * sizeof(struct pipe_texture *))) {
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return;
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}
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for (i = 0; i < num_textures; i++) {
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pipe_texture_reference((struct pipe_texture **)&failover->vertex_textures[i],
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textures[i]);
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}
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for (i = num_textures; i < failover->num_vertex_textures; i++) {
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pipe_texture_reference((struct pipe_texture **)&failover->vertex_textures[i],
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NULL);
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}
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failover->dirty |= FO_NEW_TEXTURE;
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failover->num_vertex_textures = num_textures;
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failover->sw->set_vertex_sampler_textures(failover->sw, num_textures, textures);
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failover->hw->set_vertex_sampler_textures(failover->hw, num_textures, textures);
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}
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static void
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failover_set_viewport_state( struct pipe_context *pipe,
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const struct pipe_viewport_state *viewport )
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@@ -453,7 +514,8 @@ failover_init_state_functions( struct failover_context *failover )
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failover->pipe.bind_blend_state = failover_bind_blend_state;
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failover->pipe.delete_blend_state = failover_delete_blend_state;
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failover->pipe.create_sampler_state = failover_create_sampler_state;
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failover->pipe.bind_fragment_sampler_states = failover_bind_sampler_states;
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failover->pipe.bind_fragment_sampler_states = failover_bind_fragment_sampler_states;
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failover->pipe.bind_vertex_sampler_states = failover_bind_vertex_sampler_states;
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failover->pipe.delete_sampler_state = failover_delete_sampler_state;
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failover->pipe.create_depth_stencil_alpha_state = failover_create_depth_stencil_state;
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failover->pipe.bind_depth_stencil_alpha_state = failover_bind_depth_stencil_state;
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@@ -473,7 +535,8 @@ failover_init_state_functions( struct failover_context *failover )
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failover->pipe.set_framebuffer_state = failover_set_framebuffer_state;
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failover->pipe.set_polygon_stipple = failover_set_polygon_stipple;
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failover->pipe.set_scissor_state = failover_set_scissor_state;
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failover->pipe.set_fragment_sampler_textures = failover_set_sampler_textures;
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failover->pipe.set_fragment_sampler_textures = failover_set_fragment_sampler_textures;
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failover->pipe.set_vertex_sampler_textures = failover_set_vertex_sampler_textures;
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failover->pipe.set_viewport_state = failover_set_viewport_state;
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failover->pipe.set_vertex_buffers = failover_set_vertex_buffers;
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failover->pipe.set_vertex_elements = failover_set_vertex_elements;
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@@ -94,11 +94,17 @@ failover_state_emit( struct failover_context *failover )
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if (failover->dirty & FO_NEW_SAMPLER) {
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failover->sw->bind_fragment_sampler_states( failover->sw, failover->num_samplers,
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failover->sw_sampler_state );
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failover->sw->bind_vertex_sampler_states(failover->sw,
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failover->num_vertex_samplers,
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failover->sw_vertex_sampler_state);
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}
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if (failover->dirty & FO_NEW_TEXTURE) {
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failover->sw->set_fragment_sampler_textures( failover->sw, failover->num_textures,
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failover->texture );
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failover->sw->set_vertex_sampler_textures(failover->sw,
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failover->num_vertex_textures,
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failover->vertex_textures);
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}
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if (failover->dirty & FO_NEW_VERTEX_BUFFER) {
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