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 }
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 } }
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 ); } }