void
sp_build_quad_pipeline(struct softpipe_context *sp)
{
   boolean early_depth_test =
      sp->depth_stencil->depth.enabled &&
      sp->framebuffer.zsbuf &&
      !sp->depth_stencil->alpha.enabled &&
      !sp->fs->info.uses_kill &&
      !sp->fs->info.writes_z &&
      !sp->fs->info.writes_stencil;

   sp->quad.first = sp->quad.blend;

   if (early_depth_test) {
      sp_push_quad_first( sp, sp->quad.shade );
      sp_push_quad_first( sp, sp->quad.depth_test );
   }
   else {
      sp_push_quad_first( sp, sp->quad.depth_test );
      sp_push_quad_first( sp, sp->quad.shade );
   }

#if !DO_PSTIPPLE_IN_DRAW_MODULE
   if (sp->rasterizer->poly_stipple_enable)
      sp_push_quad_first( sp, sp->quad.pstipple );
#endif
}
Example #2
0
void
sp_build_quad_pipeline(struct softpipe_context *sp)
{
   uint i;

   boolean early_depth_test =
               sp->depth_stencil->depth.enabled &&
               sp->framebuffer.zsbuf &&
               !sp->depth_stencil->alpha.enabled &&
               !sp->fs->info.uses_kill &&
               !sp->fs->info.writes_z;

   /* build up the pipeline in reverse order... */
   for (i = 0; i < SP_NUM_QUAD_THREADS; i++) {
      sp->quad[i].first = sp->quad[i].output;

      if (sp->blend->colormask != 0xf) {
         sp_push_quad_first( sp, sp->quad[i].colormask, i );
      }

      if (sp->blend->blend_enable ||
          sp->blend->logicop_enable) {
         sp_push_quad_first( sp, sp->quad[i].blend, i );
      }

      if (sp->active_query_count) {
         sp_push_quad_first( sp, sp->quad[i].occlusion, i );
      }

      if (sp->rasterizer->poly_smooth ||
          sp->rasterizer->line_smooth ||
          sp->rasterizer->point_smooth) {
         sp_push_quad_first( sp, sp->quad[i].coverage, i );
      }

      if (!early_depth_test) {
         sp_build_depth_stencil( sp, i );
      }

      if (sp->depth_stencil->alpha.enabled) {
         sp_push_quad_first( sp, sp->quad[i].alpha_test, i );
      }

      /* XXX always enable shader? */
      if (1) {
         sp_push_quad_first( sp, sp->quad[i].shade, i );
      }

      if (early_depth_test) {
         sp_build_depth_stencil( sp, i );
         sp_push_quad_first( sp, sp->quad[i].earlyz, i );
      }

#if !USE_DRAW_STAGE_PSTIPPLE
      if (sp->rasterizer->poly_stipple_enable) {
         sp_push_quad_first( sp, sp->quad[i].polygon_stipple, i );
      }
#endif
   }
}
Example #3
0
static void
sp_build_depth_stencil(
   struct softpipe_context *sp,
   uint i )
{
   if (sp->depth_stencil->stencil[0].enabled ||
       sp->depth_stencil->stencil[1].enabled) {
      sp_push_quad_first( sp, sp->quad[i].stencil_test, i );
   }
   else if (sp->depth_stencil->depth.enabled &&
            sp->framebuffer.zsbuf) {
      sp_push_quad_first( sp, sp->quad[i].depth_test, i );
   }
}