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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,
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->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
}
}
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