#include "util/u_memory.h"
#include "util/u_format.h"
#include "sp_context.h"
+#include "sp_state.h"
#include "sp_quad.h"
#include "sp_tile_cache.h"
#include "sp_quad_pipe.h"
struct softpipe_context *softpipe = qs->softpipe;
const struct pipe_blend_state *blend = softpipe->blend;
unsigned cbuf;
+ boolean write_all;
+
+ write_all = softpipe->fs->color0_writes_all_cbufs;
for (cbuf = 0; cbuf < softpipe->framebuffer.nr_cbufs; cbuf++)
{
quads[0]->input.y0);
boolean has_dst_alpha
= util_format_has_alpha(softpipe->framebuffer.cbufs[cbuf]->format);
- uint q, i, j;
+ uint q, i, j, qbuf;
+
+ qbuf = write_all ? 0 : cbuf;
for (q = 0; q < nr; q++) {
struct quad_header *quad = quads[q];
- float (*quadColor)[4] = quad->output.color[cbuf];
+ float (*quadColor)[4];
const int itx = (quad->input.x0 & (TILE_SIZE-1));
const int ity = (quad->input.y0 & (TILE_SIZE-1));
- /* get/swizzle dest colors
+ quadColor = quad->output.color[qbuf];
+
+ /* get/swizzle dest colors
*/
for (j = 0; j < QUAD_SIZE; j++) {
int x = itx + (j & 1);
boolean origin_lower_left; /**< fragment shader uses lower left position origin? */
boolean pixel_center_integer; /**< fragment shader uses integer pixel center? */
-
+ boolean color0_writes_all_cbufs; /**< fragment shader writes color0 to all bound cbufs */
void (*prepare)( const struct sp_fragment_shader *shader,
struct tgsi_exec_machine *machine,
struct tgsi_sampler **samplers);
state->origin_lower_left = state->info.properties[i].data[0];
else if (state->info.properties[i].name == TGSI_PROPERTY_FS_COORD_PIXEL_CENTER)
state->pixel_center_integer = state->info.properties[i].data[0];
+ else if (state->info.properties[i].name == TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS)
+ state->color0_writes_all_cbufs = state->info.properties[i].data[0];
}
return state;