The idea of this patchset is to split the monolithic state set into 3
parts, vertex processing, fragment processing and other states(depth,
stencil, scissor, ...). The states will be provided in templates which
can be (mostly) independently combined, and are merged into a single
state table at device creation time. This way we retain the advantages
of the single state table and having the advantage of separated
pipeline implementations which can be combined without any manually
written glue code.
Constant numbers start at 0, and the loading loop has a for(i; i <
dirtyconsts; i++). This means that the highest dirty constant isn't
loaded correctly. Rather than replacing the < with <=, which would
make it impossible to have no dirty constant, add 1 to the dirty
constant counter.
This gets rid of depth_copy_state in the device, and instead tracks
the most up to date location per-surface. This makes things a lot
easier to follow, and allows us to make a copy when switching depth
stencils in SetDepthStencilSurface().
This makes the depth copy independent of the currently attached render
targets. This is important for the next patch because it might do a
depth copy when the render targets aren't in a valid configuration
(SetDepthStencilSurface()).
The idea is to make setting depth attachments a bit more consistent
with set_render_target_fbo()/attach_surface_fbo(). I've also got an
upcoming patch in my tree that needs this.
OpenGL always offers filtering on all formats, and if the hardware
doesn't support it the driver falls back to software. Direct3D on the
other hand silently disables filtering, so that's what we should do too.
Strictly speaking this is redundant because the UnLoad before did the
job, but if we mess with the allocated memory we have to tell the
surface about that. Updating INDRAWABLE will automatically mark SYSMEM
outdated.
Since the shader backend implementations might track opengl resources in
their private data inform them about reset calls. For example, the atifs
backend keeps track of the replacement shaders, which are lost during an
opengl context recreation.
Add a new property of the shader backend which indicates whether the
shader backend is able to dirtify single constants rather than
dirtifying vshader and pshader constants as a whole. Depending on this
a different Set*ConstantF implementation is used which marks constants
dirty. The ARB shader backend uses this and marks constants clean
after uploading.