#include <msp/gl/extensions/arb_shader_objects.h>
#include <msp/gl/extensions/arb_uniform_buffer_object.h>
#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include <msp/gl/extensions/arb_tessellation_shader.h>
#include <msp/gl/extensions/ext_framebuffer_object.h>
#include <msp/gl/extensions/msp_primitive_restart.h>
#include "blend.h"
}
}
+ if(changes&PipelineState::PATCH_SIZE)
+ if(self.patch_size)
+ {
+ static Require _req(ARB_tessellation_shader);
+ glPatchParameteri(GL_PATCH_VERTICES, self.patch_size);
+ }
+
if(changes&PipelineState::FACE_CULL)
{
glFrontFace(self.front_face==CLOCKWISE ? GL_CW : GL_CCW);
glDisable(GL_BLEND);
glColorMask(true, true, true, true);
}
+
+ if(blend.alpha_to_coverage && self.framebuffer && self.framebuffer->get_format().get_samples()>1)
+ glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ else
+ glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
+#ifdef DEBUG
+ if(changes&(PipelineState::SHPROG|PipelineState::RESOURCES))
+ self.check_bound_resources();
+#endif
+
applied_to = &device;
dev_state.last_pipeline = this;
changes = 0;