- 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->depth_stencil->depth.occlusion_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 );
- }
+ sp->depth_stencil->depth.enabled &&
+ sp->framebuffer.zsbuf &&
+ !sp->depth_stencil->alpha.enabled &&
+ !sp->fs->info.uses_kill &&
+ !sp->fs->info.writes_z &&
+ !sp->fs->info.writes_stencil;
+
+ sp->quad.first = sp->quad.blend;
+
+ if (early_depth_test) {
+ sp_push_quad_first( sp, sp->quad.shade );
+ sp_push_quad_first( sp, sp->quad.depth_test );
+ }
+ else {
+ sp_push_quad_first( sp, sp->quad.depth_test );
+ sp_push_quad_first( sp, sp->quad.shade );
+ }