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Functions | |
void | failover_state_emit (struct failover_context *failover) |
void failover_state_emit | ( | struct failover_context * | failover | ) |
Definition at line 54 of file fo_state_emit.c.
References pipe_context::bind_blend_state, pipe_context::bind_depth_stencil_alpha_state, pipe_context::bind_fs_state, pipe_context::bind_rasterizer_state, pipe_context::bind_sampler_states, pipe_context::bind_vs_state, failover_context::blend, failover_context::blend_color, failover_context::clip, failover_context::depth_stencil, failover_context::dirty, FO_NEW_BLEND, FO_NEW_BLEND_COLOR, FO_NEW_CLIP, FO_NEW_DEPTH_STENCIL, FO_NEW_FRAGMENT_SHADER, FO_NEW_FRAMEBUFFER, FO_NEW_RASTERIZER, FO_NEW_SAMPLER, FO_NEW_SCISSOR, FO_NEW_STIPPLE, FO_NEW_TEXTURE, FO_NEW_VERTEX_BUFFER, FO_NEW_VERTEX_ELEMENT, FO_NEW_VERTEX_SHADER, FO_NEW_VIEWPORT, failover_context::fragment_shader, failover_context::framebuffer, failover_context::num_samplers, failover_context::num_textures, failover_context::num_vertex_buffers, failover_context::num_vertex_elements, failover_context::poly_stipple, failover_context::rasterizer, failover_context::scissor, pipe_context::set_blend_color, pipe_context::set_clip_state, pipe_context::set_framebuffer_state, pipe_context::set_polygon_stipple, pipe_context::set_sampler_textures, pipe_context::set_scissor_state, pipe_context::set_vertex_buffers, pipe_context::set_vertex_elements, pipe_context::set_viewport_state, failover_context::sw, failover_context::sw_sampler_state, fo_state::sw_state, failover_context::texture, failover_context::vertex_buffers, failover_context::vertex_elements, failover_context::vertex_shader, and failover_context::viewport.
00055 { 00056 if (failover->dirty & FO_NEW_BLEND) 00057 failover->sw->bind_blend_state( failover->sw, 00058 failover->blend->sw_state ); 00059 00060 if (failover->dirty & FO_NEW_BLEND_COLOR) 00061 failover->sw->set_blend_color( failover->sw, &failover->blend_color ); 00062 00063 if (failover->dirty & FO_NEW_CLIP) 00064 failover->sw->set_clip_state( failover->sw, &failover->clip ); 00065 00066 if (failover->dirty & FO_NEW_DEPTH_STENCIL) 00067 failover->sw->bind_depth_stencil_alpha_state( failover->sw, 00068 failover->depth_stencil->sw_state ); 00069 00070 if (failover->dirty & FO_NEW_FRAMEBUFFER) 00071 failover->sw->set_framebuffer_state( failover->sw, &failover->framebuffer ); 00072 00073 if (failover->dirty & FO_NEW_FRAGMENT_SHADER) 00074 failover->sw->bind_fs_state( failover->sw, 00075 failover->fragment_shader->sw_state ); 00076 00077 if (failover->dirty & FO_NEW_VERTEX_SHADER) 00078 failover->sw->bind_vs_state( failover->sw, 00079 failover->vertex_shader->sw_state ); 00080 00081 if (failover->dirty & FO_NEW_STIPPLE) 00082 failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple ); 00083 00084 if (failover->dirty & FO_NEW_RASTERIZER) 00085 failover->sw->bind_rasterizer_state( failover->sw, 00086 failover->rasterizer->sw_state ); 00087 00088 if (failover->dirty & FO_NEW_SCISSOR) 00089 failover->sw->set_scissor_state( failover->sw, &failover->scissor ); 00090 00091 if (failover->dirty & FO_NEW_VIEWPORT) 00092 failover->sw->set_viewport_state( failover->sw, &failover->viewport ); 00093 00094 if (failover->dirty & FO_NEW_SAMPLER) { 00095 failover->sw->bind_sampler_states( failover->sw, failover->num_samplers, 00096 failover->sw_sampler_state ); 00097 } 00098 00099 if (failover->dirty & FO_NEW_TEXTURE) { 00100 failover->sw->set_sampler_textures( failover->sw, failover->num_textures, 00101 failover->texture ); 00102 } 00103 00104 if (failover->dirty & FO_NEW_VERTEX_BUFFER) { 00105 failover->sw->set_vertex_buffers( failover->sw, 00106 failover->num_vertex_buffers, 00107 failover->vertex_buffers ); 00108 } 00109 00110 if (failover->dirty & FO_NEW_VERTEX_ELEMENT) { 00111 failover->sw->set_vertex_elements( failover->sw, 00112 failover->num_vertex_elements, 00113 failover->vertex_elements ); 00114 } 00115 00116 failover->dirty = 0; 00117 }