#include "main/glheader.h" #include "main/imports.h" #include "sp_context.h" #include "sp_headers.h" #include "sp_surface.h" #include "sp_quad.h" /** * Loop over colorbuffers, passing quad to next stage each time. */ static void cbuf_loop_quad(struct quad_stage *qs, struct quad_header *quad) { struct softpipe_context *softpipe = qs->softpipe; GLfloat tmp[4][QUAD_SIZE]; GLuint i; assert(sizeof(quad->outputs.color) == sizeof(tmp)); assert(softpipe->framebuffer.num_cbufs <= PIPE_MAX_COLOR_BUFS); /* make copy of original colors since they can get modified * by blending and masking. * XXX we won't have to do this if the fragment program actually emits * N separate colors and we're drawing to N color buffers (MRT). * But if we emitted one color and glDrawBuffer(GL_FRONT_AND_BACK) is * in effect, we need to save/restore colors like this. */ memcpy(tmp, quad->outputs.color, sizeof(tmp)); for (i = 0; i < softpipe->framebuffer.num_cbufs; i++) { /* set current cbuffer */ softpipe->cbuf = softpipe->framebuffer.cbufs[i]; /* pass blended quad to next stage */ qs->next->run(qs->next, quad); /* restore quad's colors for next buffer */ memcpy(quad->outputs.color, tmp, sizeof(tmp)); } softpipe->cbuf = NULL; /* prevent accidental use */ } static void cbuf_loop_begin(struct quad_stage *qs) { if (qs->next) qs->next->begin(qs->next); } /** * Create the colorbuffer loop stage. * This is used to implement multiple render targets and GL_FRONT_AND_BACK * rendering. */ struct quad_stage *sp_quad_bufloop_stage( struct softpipe_context *softpipe ) { struct quad_stage *stage = CALLOC_STRUCT(quad_stage); stage->softpipe = softpipe; stage->begin = cbuf_loop_begin; stage->run = cbuf_loop_quad; return stage; }