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synced 2026-02-23 22:40:34 +01:00
fix cut and paste
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parent
ce4659e92a
commit
d70d41eefc
1 changed files with 24 additions and 18 deletions
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@ -44,57 +44,63 @@
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* lower overheads.
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*/
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/* Bring the software pipe uptodate with current state.
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*
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* With constant state objects we would probably just send all state
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* to both rasterizers all the time???
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*/
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void
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failover_state_emit( struct failover_context *failover )
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{
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unsigned i;
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if (failover->dirty & FO_NEW_ALPHA_TEST)
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failover->hw->set_alpha_test_state( failover->hw, &failover->alpha_test );
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failover->sw->set_alpha_test_state( failover->sw, &failover->alpha_test );
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if (failover->dirty & FO_NEW_BLEND)
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failover->hw->set_blend_state( failover->hw, &failover->blend );
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failover->sw->set_blend_state( failover->sw, &failover->blend );
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if (failover->dirty & FO_NEW_BLEND_COLOR)
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failover->hw->set_blend_color( failover->hw, &failover->blend_color );
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failover->sw->set_blend_color( failover->sw, &failover->blend_color );
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if (failover->dirty & FO_NEW_CLIP)
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failover->hw->set_clip_state( failover->hw, &failover->clip );
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failover->sw->set_clip_state( failover->sw, &failover->clip );
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if (failover->dirty & FO_NEW_CLEAR_COLOR)
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failover->hw->set_clear_color_state( failover->hw, &failover->clear_color );
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failover->sw->set_clear_color_state( failover->sw, &failover->clear_color );
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if (failover->dirty & FO_NEW_DEPTH_TEST)
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failover->hw->set_depth_state( failover->hw, &failover->depth_test );
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failover->sw->set_depth_state( failover->sw, &failover->depth_test );
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if (failover->dirty & FO_NEW_FRAMEBUFFER)
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failover->hw->set_framebuffer_state( failover->hw, &failover->framebuffer );
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failover->sw->set_framebuffer_state( failover->sw, &failover->framebuffer );
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if (failover->dirty & FO_NEW_FRAGMENT_SHADER)
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failover->hw->set_fs_state( failover->hw, &failover->fragment_shader );
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failover->sw->set_fs_state( failover->sw, &failover->fragment_shader );
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if (failover->dirty & FO_NEW_VERTEX_SHADER)
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failover->hw->set_vs_state( failover->hw, &failover->vertex_shader );
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failover->sw->set_vs_state( failover->sw, &failover->vertex_shader );
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if (failover->dirty & FO_NEW_STIPPLE)
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failover->hw->set_polygon_stipple( failover->hw, &failover->poly_stipple );
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failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );
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if (failover->dirty & FO_NEW_SETUP)
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failover->hw->set_setup_state( failover->hw, &failover->setup );
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failover->sw->set_setup_state( failover->sw, &failover->setup );
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if (failover->dirty & FO_NEW_SCISSOR)
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failover->hw->set_scissor_state( failover->hw, &failover->scissor );
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failover->sw->set_scissor_state( failover->sw, &failover->scissor );
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if (failover->dirty & FO_NEW_STENCIL)
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failover->hw->set_stencil_state( failover->hw, &failover->stencil );
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failover->sw->set_stencil_state( failover->sw, &failover->stencil );
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if (failover->dirty & FO_NEW_VIEWPORT)
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failover->hw->set_viewport_state( failover->hw, &failover->viewport );
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failover->sw->set_viewport_state( failover->sw, &failover->viewport );
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if (failover->dirty & FO_NEW_SAMPLER) {
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for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
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if (failover->dirty_sampler & (1<<i)) {
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failover->hw->set_sampler_state( failover->hw, i,
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failover->sw->set_sampler_state( failover->sw, i,
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&failover->sampler[i] );
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}
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}
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@ -103,7 +109,7 @@ failover_state_emit( struct failover_context *failover )
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if (failover->dirty & FO_NEW_TEXTURE) {
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for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
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if (failover->dirty_texture & (1<<i)) {
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failover->hw->set_texture_state( failover->hw, i,
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failover->sw->set_texture_state( failover->sw, i,
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failover->texture[i] );
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}
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}
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@ -112,7 +118,7 @@ failover_state_emit( struct failover_context *failover )
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if (failover->dirty & FO_NEW_VERTEX_BUFFER) {
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for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
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if (failover->dirty_vertex_buffer & (1<<i)) {
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failover->hw->set_vertex_buffer( failover->hw, i,
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failover->sw->set_vertex_buffer( failover->sw, i,
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&failover->vertex_buffer[i] );
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}
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}
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@ -121,7 +127,7 @@ failover_state_emit( struct failover_context *failover )
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if (failover->dirty & FO_NEW_VERTEX_ELEMENT) {
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for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
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if (failover->dirty_vertex_element & (1<<i)) {
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failover->hw->set_vertex_element( failover->hw, i,
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failover->sw->set_vertex_element( failover->sw, i,
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&failover->vertex_element[i] );
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}
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}
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