compiler: Add a new STATE_VAR_ADVANCED_BLENDING_MODE built-in uniform.

This will be used for emulating GL_KHR_advanced_blend_equation features
in shader code.  We'll pass in the blending mode that's in use, and use
that in (effectively) a switch statement in the shader.

v2: Use the new _AdvancedBlendMode field.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
This commit is contained in:
Kenneth Graunke
2016-06-28 09:02:42 -07:00
parent acf57fcf7f
commit e299661166
2 changed files with 15 additions and 0 deletions

View File

@@ -609,6 +609,10 @@ _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
val[0].i = ctx->TessCtrlProgram.patch_vertices;
return;
case STATE_ADVANCED_BLENDING_MODE:
val[0].i = ctx->Color.BlendEnabled ? ctx->Color._AdvancedBlendMode : 0;
return;
/* XXX: make sure new tokens added here are also handled in the
* _mesa_program_state_flags() switch, below.
*/
@@ -719,6 +723,9 @@ _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
case STATE_FB_WPOS_Y_TRANSFORM:
return _NEW_BUFFERS;
case STATE_ADVANCED_BLENDING_MODE:
return _NEW_COLOR;
default:
/* unknown state indexes are silently ignored and
* no flag set, since it is handled by the driver.
@@ -925,6 +932,9 @@ append_token(char *dst, gl_state_index k)
case STATE_FB_WPOS_Y_TRANSFORM:
append(dst, "FbWposYTransform");
break;
case STATE_ADVANCED_BLENDING_MODE:
append(dst, "AdvancedBlendingMode");
break;
default:
/* probably STATE_INTERNAL_DRIVER+i (driver private state) */
append(dst, "driverState");