/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "sp_context.h" #include "sp_state.h" #include "pipe/p_shader_tokens.h" static void sp_push_quad_first( struct softpipe_context *sp, struct quad_stage *quad, uint i ) { quad->next = sp->quad[i].first; sp->quad[i].first = quad; } 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 ); } } 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->depth_stencil->depth.occlusion_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 } }