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