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path: root/src/mesa/pipe/softpipe/sp_quad.c
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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.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_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->cbuf = sp->framebuffer.cbufs[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->alpha_test->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 (sp->rasterizer->poly_stipple_enable) {
      sp_push_quad_first( sp, sp->quad.polygon_stipple );
   }
}