#define PIPE_MAX_CLIP_PLANES 6
#define PIPE_MAX_CONSTANT 32
#define PIPE_ATTRIB_MAX 32
-
+#define PIPE_MAX_COLOR_BUFS 8
/* fwd decl */
struct pipe_framebuffer_state
{
- GLuint num_cbufs; /**< Number of color bufs to draw to */
- struct pipe_surface *cbufs[4]; /**< OpenGL can write to as many as
- 4 color buffers at once */
+ /** multiple colorbuffers for multiple render targets */
+ GLuint num_cbufs;
+ struct pipe_surface *cbufs[PIPE_MAX_COLOR_BUFS];
+
struct pipe_surface *zbuf; /**< Z buffer */
struct pipe_surface *sbuf; /**< Stencil buffer */
struct pipe_surface *abuf; /**< Accum buffer */
#if 0 /* need these? */
GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
+ GLfloat border_color[4];
#endif
GLfloat max_anisotropy;
};
/* 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, sz);
+ assert(softpipe->framebuffer.num_cbufs <= PIPE_MAX_COLOR_BUFS);
+
for (i = 0; i < softpipe->framebuffer.num_cbufs; i++) {
/* set current cbuffer */
softpipe->cbuf = softpipe->framebuffer.cbufs[i];
/**
* Create the colorbuffer loop stage.
- * This is used to implement GL_FRONT_AND_BACK rendering.
+ * 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 )
{