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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;
const GLuint sz = sizeof(quad->outputs.color);
GLfloat tmp[4][QUAD_SIZE];
GLuint i;
assert(sz == sizeof(tmp));
/* make copy of original colors since they can get modified
* by blending and masking.
*/
memcpy(tmp, quad->outputs.color, sz);
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);
if (i + 1 < softpipe->framebuffer.num_cbufs) {
/* restore quad's colors for next buffer */
memcpy(quad->outputs.color, tmp, sz);
}
}
softpipe->cbuf = NULL; /* prevent accidental use */
}
/**
* Create the colorbuffer loop stage.
* This is used to implement 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->run = cbuf_loop_quad;
return stage;
}
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