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/**************************************************************************
*
* 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 )
{
quad->next = sp->quad.first;
sp->quad.first = quad;
}
static void
sp_build_depth_stencil(
struct softpipe_context *sp )
{
if (sp->depth_stencil->stencil[0].enabled ||
sp->depth_stencil->stencil[1].enabled) {
sp_push_quad_first( sp, sp->quad.stencil_test );
}
else if (sp->depth_stencil->depth.enabled &&
sp->framebuffer.zsbuf) {
sp_push_quad_first( sp, sp->quad.depth_test );
}
}
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;
/* build up the pipeline in reverse order... */
sp->quad.first = sp->quad.output;
if (sp->blend->colormask != 0xf) {
sp_push_quad_first( sp, sp->quad.colormask );
}
if (sp->blend->blend_enable ||
sp->blend->logicop_enable) {
sp_push_quad_first( sp, sp->quad.blend );
}
if (sp->framebuffer.num_cbufs == 1) {
/* the usual case: write to exactly one colorbuf */
sp->current_cbuf = 0;
}
else {
/* insert bufloop stage */
sp_push_quad_first( sp, sp->quad.bufloop );
}
if (sp->depth_stencil->depth.occlusion_count) {
sp_push_quad_first( sp, sp->quad.occlusion );
}
if (sp->rasterizer->poly_smooth ||
sp->rasterizer->line_smooth ||
sp->rasterizer->point_smooth) {
sp_push_quad_first( sp, sp->quad.coverage );
}
if (!early_depth_test) {
sp_build_depth_stencil( sp );
}
if (sp->depth_stencil->alpha.enabled) {
sp_push_quad_first( sp, sp->quad.alpha_test );
}
/* XXX always enable shader? */
if (1) {
sp_push_quad_first( sp, sp->quad.shade );
}
if (early_depth_test) {
sp_build_depth_stencil( sp );
sp_push_quad_first( sp, sp->quad.earlyz );
}
#if !USE_DRAW_STAGE_PSTIPPLE
if (sp->rasterizer->poly_stipple_enable) {
sp_push_quad_first( sp, sp->quad.polygon_stipple );
}
#endif
}
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