#include "sp_context.h" void sp_build_quad_pipeline(struct softpipe_context *sp) { /* build up the pipeline in reverse order... */ sp->quad.first = sp->quad.output; if (sp->blend.colormask != 0xf) { sp->quad.colormask->next = sp->quad.first; sp->quad.first = sp->quad.colormask; } if (sp->blend.blend_enable) { sp->quad.blend->next = sp->quad.first; sp->quad.first = sp->quad.blend; } if (sp->framebuffer.num_cbufs == 1) { /* the usual case: write to exactly one colorbuf */ sp->cbuf = sp->framebuffer.cbufs[0]; } else { /* insert bufloop stage */ sp->quad.bufloop->next = sp->quad.first; sp->quad.first = sp->quad.bufloop; } if (sp->depth_test.occlusion_count) { sp->quad.occlusion->next = sp->quad.first; sp->quad.first = sp->quad.occlusion; } if ( sp->stencil.front_enabled || sp->stencil.front_enabled) { sp->quad.stencil_test->next = sp->quad.first; sp->quad.first = sp->quad.stencil_test; } else if (sp->depth_test.enabled) { sp->quad.depth_test->next = sp->quad.first; sp->quad.first = sp->quad.depth_test; } if (sp->alpha_test.enabled) { sp->quad.alpha_test->next = sp->quad.first; sp->quad.first = sp->quad.alpha_test; } /* XXX always enable shader? */ if (1) { sp->quad.shade->next = sp->quad.first; sp->quad.first = sp->quad.shade; } if (sp->setup.poly_stipple_enable) { sp->quad.polygon_stipple->next = sp->quad.first; sp->quad.first = sp->quad.polygon_stipple; } }