static void
sp_push_quad_first(
struct softpipe_context *sp,
- struct quad_stage *quad )
+ struct quad_stage *quad,
+ uint i )
{
- quad->next = sp->quad.first;
- sp->quad.first = quad;
+ quad->next = sp->quad[i].first;
+ sp->quad[i].first = quad;
}
static void
sp_build_depth_stencil(
- struct softpipe_context *sp )
+ 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.stencil_test );
+ 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.depth_test );
+ sp_push_quad_first( sp, sp->quad[i].depth_test, i );
}
}
void
sp_build_quad_pipeline(struct softpipe_context *sp)
{
- boolean early_depth_test =
+ uint i;
+
+ boolean early_depth_test =
sp->depth_stencil->depth.enabled &&
sp->framebuffer.zsbuf &&
!sp->depth_stencil->alpha.enabled &&
- sp->fs->shader.output_semantic_name[0] != TGSI_SEMANTIC_POSITION;
+ !sp->fs->info.uses_kill &&
+ !sp->fs->info.writes_z;
/* 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->current_cbuf = 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->depth_stencil->alpha.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 );
+ 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 );
+ }
+
+#if !USE_DRAW_STAGE_PSTIPPLE
+ if (sp->rasterizer->poly_stipple_enable) {
+ sp_push_quad_first( sp, sp->quad[i].polygon_stipple, i );
+ }
+#endif
}
}
+