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authorMichal Krol <[email protected]>2007-11-18 18:20:20 +0000
committerMichal Krol <[email protected]>2007-11-18 18:20:20 +0000
commit7f718f047676e88b660618784f256a96f7e8ed58 (patch)
tree0e7c6676b64df5394eb0d09073a934cc4bbaa408 /src/mesa/pipe/softpipe/sp_quad.c
parentca7f68a7cf25a51f382bba8c42d8c6ab7db57b5d (diff)
Implement early depth test.
Early depth test is enabled when depth test is enabled and alpha test is disabled and fragment shader does not write depth. The early-z is implemented by moving the depth test stage just before the fragment shader stage and prepending it with an earlyz stage, introduced with this commit. The earlyz stage prepares the quad->outputs.depth for the following depth test stage by interpolating Z position, just as the fragment shader would do.
Diffstat (limited to 'src/mesa/pipe/softpipe/sp_quad.c')
-rw-r--r--src/mesa/pipe/softpipe/sp_quad.c70
1 files changed, 45 insertions, 25 deletions
diff --git a/src/mesa/pipe/softpipe/sp_quad.c b/src/mesa/pipe/softpipe/sp_quad.c
index 429497e9b26..5a0df6de9d3 100644
--- a/src/mesa/pipe/softpipe/sp_quad.c
+++ b/src/mesa/pipe/softpipe/sp_quad.c
@@ -28,24 +28,52 @@
#include "sp_context.h"
+#include "sp_state.h"
+#include "pipe/tgsi/exec/tgsi_token.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.front_enabled ||
+ sp->depth_stencil->stencil.back_enabled) {
+ sp_push_quad_first( sp, sp->quad.stencil_test );
+ }
+ else if (sp->depth_stencil->depth.enabled &&
+ sp->framebuffer.zbuf) {
+ 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.zbuf &&
+ !sp->alpha_test->enabled &&
+ sp->fs->shader.output_semantic_name[0] != TGSI_SEMANTIC_POSITION;
+
/* 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;
+ sp_push_quad_first( sp, sp->quad.colormask );
}
if (sp->blend->blend_enable ||
sp->blend->logicop_enable) {
- sp->quad.blend->next = sp->quad.first;
- sp->quad.first = sp->quad.blend;
+ sp_push_quad_first( sp, sp->quad.blend );
}
if (sp->framebuffer.num_cbufs == 1) {
@@ -54,46 +82,38 @@ sp_build_quad_pipeline(struct softpipe_context *sp)
}
else {
/* insert bufloop stage */
- sp->quad.bufloop->next = sp->quad.first;
- sp->quad.first = sp->quad.bufloop;
+ sp_push_quad_first( sp, sp->quad.bufloop );
}
if (sp->depth_stencil->depth.occlusion_count) {
- sp->quad.occlusion->next = sp->quad.first;
- sp->quad.first = sp->quad.occlusion;
+ sp_push_quad_first( sp, sp->quad.occlusion );
}
if (sp->rasterizer->poly_smooth ||
sp->rasterizer->line_smooth ||
sp->rasterizer->point_smooth) {
- sp->quad.coverage->next = sp->quad.first;
- sp->quad.first = sp->quad.coverage;
+ sp_push_quad_first( sp, sp->quad.coverage );
}
- if ( sp->depth_stencil->stencil.front_enabled
- || sp->depth_stencil->stencil.back_enabled) {
- sp->quad.stencil_test->next = sp->quad.first;
- sp->quad.first = sp->quad.stencil_test;
- }
- else if (sp->depth_stencil->depth.enabled &&
- sp->framebuffer.zbuf) {
- sp->quad.depth_test->next = sp->quad.first;
- sp->quad.first = sp->quad.depth_test;
+ if (!early_depth_test) {
+ sp_build_depth_stencil( sp );
}
if (sp->alpha_test->enabled) {
- sp->quad.alpha_test->next = sp->quad.first;
- sp->quad.first = sp->quad.alpha_test;
+ sp_push_quad_first( sp, sp->quad.alpha_test );
}
/* XXX always enable shader? */
if (1) {
- sp->quad.shade->next = sp->quad.first;
- sp->quad.first = sp->quad.shade;
+ 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 (sp->rasterizer->poly_stipple_enable) {
- sp->quad.polygon_stipple->next = sp->quad.first;
- sp->quad.first = sp->quad.polygon_stipple;
+ sp_push_quad_first( sp, sp->quad.polygon_stipple );
}
}