minor changes, comments about multiple color buffers, MRT.
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@@ -49,7 +49,7 @@
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#define PIPE_MAX_CLIP_PLANES 6
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#define PIPE_MAX_CONSTANT 32
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#define PIPE_ATTRIB_MAX 32
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#define PIPE_MAX_COLOR_BUFS 8
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/* fwd decl */
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@@ -192,9 +192,10 @@ struct pipe_stencil_state {
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struct pipe_framebuffer_state
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{
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GLuint num_cbufs; /**< Number of color bufs to draw to */
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struct pipe_surface *cbufs[4]; /**< OpenGL can write to as many as
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4 color buffers at once */
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/** multiple colorbuffers for multiple render targets */
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GLuint num_cbufs;
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struct pipe_surface *cbufs[PIPE_MAX_COLOR_BUFS];
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struct pipe_surface *zbuf; /**< Z buffer */
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struct pipe_surface *sbuf; /**< Stencil buffer */
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struct pipe_surface *abuf; /**< Accum buffer */
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@@ -221,6 +222,7 @@ struct pipe_sampler_state
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#if 0 /* need these? */
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GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
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GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
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GLfloat border_color[4];
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#endif
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GLfloat max_anisotropy;
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};
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@@ -23,9 +23,15 @@ cbuf_loop_quad(struct quad_stage *qs, struct quad_header *quad)
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/* make copy of original colors since they can get modified
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* by blending and masking.
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* XXX we won't have to do this if the fragment program actually emits
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* N separate colors and we're drawing to N color buffers (MRT).
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* But if we emitted one color and glDrawBuffer(GL_FRONT_AND_BACK) is
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* in effect, we need to save/restore colors like this.
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*/
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memcpy(tmp, quad->outputs.color, sz);
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assert(softpipe->framebuffer.num_cbufs <= PIPE_MAX_COLOR_BUFS);
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for (i = 0; i < softpipe->framebuffer.num_cbufs; i++) {
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/* set current cbuffer */
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softpipe->cbuf = softpipe->framebuffer.cbufs[i];
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@@ -45,7 +51,8 @@ cbuf_loop_quad(struct quad_stage *qs, struct quad_header *quad)
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/**
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* Create the colorbuffer loop stage.
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* This is used to implement GL_FRONT_AND_BACK rendering.
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* This is used to implement multiple render targets and GL_FRONT_AND_BACK
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* rendering.
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*/
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struct quad_stage *sp_quad_bufloop_stage( struct softpipe_context *softpipe )
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{
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