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#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->begin)
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;
}
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