I wonder if we shouldn't just implement GL_FRONT_AND_BACK through the same mechanism as multiple render targets??

I'd be a lot happier having just one way to achieve these two fairly similar effects.

And, typically, hardware may have MRT support but almost certainly doesn't have GL_FRONT_AND_BACK support... So we'd have to manage the munging of FRONT_AND_BACK-->MRT on a per-driver basis if it became part of the 'pipe' interface - maybe better to do it once at a higher level.

Keith
--- Begin Message ---
 src/mesa/pipe/draw/draw_clip.c             |   28 -
 src/mesa/pipe/draw/draw_context.c          |   16 
 src/mesa/pipe/draw/draw_context.h          |    4 
 src/mesa/pipe/draw/draw_cull.c             |   18 
 src/mesa/pipe/draw/draw_flatshade.c        |   25 -
 src/mesa/pipe/draw/draw_offset.c           |   24 -
 src/mesa/pipe/draw/draw_private.h          |   48 +-
 src/mesa/pipe/draw/draw_twoside.c          |   18 
 src/mesa/pipe/draw/draw_unfilled.c         |   30 -
 src/mesa/pipe/draw/draw_vb.c               |   10 
 src/mesa/pipe/p_state.h                    |   10 
 src/mesa/pipe/softpipe/sp_context.c        |   10 
 src/mesa/pipe/softpipe/sp_context.h        |    5 
 src/mesa/pipe/softpipe/sp_prim_setup.c     |   52 +-
 src/mesa/pipe/softpipe/sp_prim_setup.h     |   21 -
 src/mesa/pipe/softpipe/sp_quad.c           |   10 
 src/mesa/pipe/softpipe/sp_quad.h           |    1 
 src/mesa/pipe/softpipe/sp_quad_blend.c     |  536 ++++++++++++++---------------
 src/mesa/pipe/softpipe/sp_quad_bufloop.c   |   66 +++
 src/mesa/pipe/softpipe/sp_quad_colormask.c |    6 
 src/mesa/pipe/softpipe/sp_quad_output.c    |   28 -
 src/mesa/pipe/softpipe/sp_quad_stipple.c   |    1 
 src/mesa/pipe/softpipe/sp_state_setup.c    |   62 ---
 src/mesa/sources                           |    1 
 24 files changed, 530 insertions(+), 500 deletions(-)

commit diffs at http://gitweb.freedesktop.org/?p=mesa/mesa.git;a=summary

New commits:
commit f0f9a22609ccf2b8edc5760480f1a7a78cb504d7
Author: Brian <[EMAIL PROTECTED]>
Date:   Thu Jul 12 16:17:14 2007 -0600

    minor changes, comments about multiple color buffers, MRT.

commit a48d767cf2ec82d0c0f893a22d22e8593901b206
Author: Brian <[EMAIL PROTECTED]>
Date:   Thu Jul 12 14:13:48 2007 -0600

    Add a quad 'bufloop' stage to handle glDrawBuffer(GL_FRONT_AND_BACK).
    
    This removes the notion of multiple color buffers from all other stages.
    Will need a bit more work when shaders with multiple render targets arrive.

commit e8ceb5a2eb174f5444eaf5f52925fa161ea7d0a9
Author: Brian <[EMAIL PROTECTED]>
Date:   Thu Jul 12 13:44:43 2007 -0600

    XXX comment about skipping stipple for points/lines

commit c78f372b1720cf17b0112d7c3296020044bef97b
Author: Brian <[EMAIL PROTECTED]>
Date:   Thu Jul 12 13:43:33 2007 -0600

    s/prim_setup/sp_draw_render_stage/, new comments

commit 4f218958cc0bc57196a748cb005f94aeeace037c
Author: Brian <[EMAIL PROTECTED]>
Date:   Thu Jul 12 13:33:33 2007 -0600

    Remove dead code

commit ea470eec86715cd2bc9aa86d36e6ea803d0d4017
Author: Brian <[EMAIL PROTECTED]>
Date:   Thu Jul 12 13:32:31 2007 -0600

    Rename prim_stage -> draw_stage

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