gallium: remove some debug assertions in vertex format validation
[mesa.git] / src / mesa / pipe / softpipe / sp_quad.c
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2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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27
28
29 #include "sp_context.h"
30 #include "sp_state.h"
31 #include "pipe/p_shader_tokens.h"
32
33 static void
34 sp_push_quad_first(
35 struct softpipe_context *sp,
36 struct quad_stage *quad )
37 {
38 quad->next = sp->quad.first;
39 sp->quad.first = quad;
40 }
41
42 static void
43 sp_build_depth_stencil(
44 struct softpipe_context *sp )
45 {
46 if (sp->depth_stencil->stencil[0].enabled ||
47 sp->depth_stencil->stencil[1].enabled) {
48 sp_push_quad_first( sp, sp->quad.stencil_test );
49 }
50 else if (sp->depth_stencil->depth.enabled &&
51 sp->framebuffer.zsbuf) {
52 sp_push_quad_first( sp, sp->quad.depth_test );
53 }
54 }
55
56 void
57 sp_build_quad_pipeline(struct softpipe_context *sp)
58 {
59 boolean early_depth_test =
60 sp->depth_stencil->depth.enabled &&
61 sp->framebuffer.zsbuf &&
62 !sp->depth_stencil->alpha.enabled &&
63 sp->fs->shader.output_semantic_name[0] != TGSI_SEMANTIC_POSITION;
64
65 /* build up the pipeline in reverse order... */
66
67 sp->quad.first = sp->quad.output;
68
69 if (sp->blend->colormask != 0xf) {
70 sp_push_quad_first( sp, sp->quad.colormask );
71 }
72
73 if (sp->blend->blend_enable ||
74 sp->blend->logicop_enable) {
75 sp_push_quad_first( sp, sp->quad.blend );
76 }
77
78 if (sp->framebuffer.num_cbufs == 1) {
79 /* the usual case: write to exactly one colorbuf */
80 sp->current_cbuf = 0;
81 }
82 else {
83 /* insert bufloop stage */
84 sp_push_quad_first( sp, sp->quad.bufloop );
85 }
86
87 if (sp->depth_stencil->depth.occlusion_count) {
88 sp_push_quad_first( sp, sp->quad.occlusion );
89 }
90
91 if (sp->rasterizer->poly_smooth ||
92 sp->rasterizer->line_smooth ||
93 sp->rasterizer->point_smooth) {
94 sp_push_quad_first( sp, sp->quad.coverage );
95 }
96
97 if (!early_depth_test) {
98 sp_build_depth_stencil( sp );
99 }
100
101 if (sp->depth_stencil->alpha.enabled) {
102 sp_push_quad_first( sp, sp->quad.alpha_test );
103 }
104
105 /* XXX always enable shader? */
106 if (1) {
107 sp_push_quad_first( sp, sp->quad.shade );
108 }
109
110 if (early_depth_test) {
111 sp_build_depth_stencil( sp );
112 sp_push_quad_first( sp, sp->quad.earlyz );
113 }
114
115 if (sp->rasterizer->poly_stipple_enable) {
116 sp_push_quad_first( sp, sp->quad.polygon_stipple );
117 }
118 }