unsigned bzzzz[QUAD_SIZE]; /**< Z values fetched from depth buffer */
unsigned qzzzz[QUAD_SIZE]; /**< Z values from the quad */
ubyte stencilVals[QUAD_SIZE];
+ boolean use_shader_stencil_refs;
+ ubyte shader_stencil_refs[QUAD_SIZE];
struct softpipe_cached_tile *tile;
};
data->bzzzz[j] = tile->data.depth32[y][x] & 0xffffff;
data->stencilVals[j] = tile->data.depth32[y][x] >> 24;
}
- break;
+ break;
case PIPE_FORMAT_X8Z24_UNORM:
case PIPE_FORMAT_S8_USCALED_Z24_UNORM:
for (j = 0; j < QUAD_SIZE; j++) {
data->stencilVals[j] = tile->data.depth32[y][x] & 0xff;
}
break;
+ case PIPE_FORMAT_S8_USCALED:
+ for (j = 0; j < QUAD_SIZE; j++) {
+ int x = quad->input.x0 % TILE_SIZE + (j & 1);
+ int y = quad->input.y0 % TILE_SIZE + (j >> 1);
+ data->bzzzz[j] = 0;
+ data->stencilVals[j] = tile->data.stencil8[y][x];
+ }
+ break;
default:
assert(0);
}
}
+/**
+ * Compute the depth_data::shader_stencil_refs[] values from the float
+ * fragment stencil values.
+ */
+static void
+convert_quad_stencil( struct depth_data *data,
+ const struct quad_header *quad )
+{
+ unsigned j;
+
+ data->use_shader_stencil_refs = TRUE;
+ /* Copy quads stencil values
+ */
+ switch (data->format) {
+ case PIPE_FORMAT_Z24X8_UNORM:
+ case PIPE_FORMAT_Z24_UNORM_S8_USCALED:
+ case PIPE_FORMAT_X8Z24_UNORM:
+ case PIPE_FORMAT_S8_USCALED_Z24_UNORM:
+ case PIPE_FORMAT_S8_USCALED:
+ for (j = 0; j < QUAD_SIZE; j++) {
+ data->shader_stencil_refs[j] = ((unsigned)(quad->output.stencil[j]));
+ }
+ break;
+ default:
+ assert(0);
+ }
+}
+
/**
* Write data->bzzzz[] values and data->stencilVals into the Z/stencil buffer.
tile->data.depth32[y][x] = data->bzzzz[j] << 8;
}
break;
+ case PIPE_FORMAT_S8_USCALED:
+ for (j = 0; j < QUAD_SIZE; j++) {
+ int x = quad->input.x0 % TILE_SIZE + (j & 1);
+ int y = quad->input.y0 % TILE_SIZE + (j >> 1);
+ tile->data.stencil8[y][x] = data->stencilVals[j];
+ }
+ break;
+
default:
assert(0);
}
{
unsigned passMask = 0x0;
unsigned j;
+ ubyte refs[QUAD_SIZE];
- ref &= valMask;
+ for (j = 0; j < QUAD_SIZE; j++) {
+ if (data->use_shader_stencil_refs)
+ refs[j] = data->shader_stencil_refs[j] & valMask;
+ else
+ refs[j] = ref & valMask;
+ }
switch (func) {
case PIPE_FUNC_NEVER:
break;
case PIPE_FUNC_LESS:
for (j = 0; j < QUAD_SIZE; j++) {
- if (ref < (data->stencilVals[j] & valMask)) {
+ if (refs[j] < (data->stencilVals[j] & valMask)) {
passMask |= (1 << j);
}
}
break;
case PIPE_FUNC_EQUAL:
for (j = 0; j < QUAD_SIZE; j++) {
- if (ref == (data->stencilVals[j] & valMask)) {
+ if (refs[j] == (data->stencilVals[j] & valMask)) {
passMask |= (1 << j);
}
}
break;
case PIPE_FUNC_LEQUAL:
for (j = 0; j < QUAD_SIZE; j++) {
- if (ref <= (data->stencilVals[j] & valMask)) {
+ if (refs[j] <= (data->stencilVals[j] & valMask)) {
passMask |= (1 << j);
}
}
break;
case PIPE_FUNC_GREATER:
for (j = 0; j < QUAD_SIZE; j++) {
- if (ref > (data->stencilVals[j] & valMask)) {
+ if (refs[j] > (data->stencilVals[j] & valMask)) {
passMask |= (1 << j);
}
}
break;
case PIPE_FUNC_NOTEQUAL:
for (j = 0; j < QUAD_SIZE; j++) {
- if (ref != (data->stencilVals[j] & valMask)) {
+ if (refs[j] != (data->stencilVals[j] & valMask)) {
passMask |= (1 << j);
}
}
break;
case PIPE_FUNC_GEQUAL:
for (j = 0; j < QUAD_SIZE; j++) {
- if (ref >= (data->stencilVals[j] & valMask)) {
+ if (refs[j] >= (data->stencilVals[j] & valMask)) {
passMask |= (1 << j);
}
}
{
unsigned j;
ubyte newstencil[QUAD_SIZE];
+ ubyte refs[QUAD_SIZE];
for (j = 0; j < QUAD_SIZE; j++) {
newstencil[j] = data->stencilVals[j];
+ if (data->use_shader_stencil_refs)
+ refs[j] = data->shader_stencil_refs[j];
+ else
+ refs[j] = ref;
}
switch (op) {
case PIPE_STENCIL_OP_REPLACE:
for (j = 0; j < QUAD_SIZE; j++) {
if (mask & (1 << j)) {
- newstencil[j] = ref;
+ newstencil[j] = refs[j];
}
}
break;
-/** helper to get number of Z buffer bits */
-static unsigned
-get_depth_bits(struct quad_stage *qs)
-{
- struct pipe_surface *zsurf = qs->softpipe->framebuffer.zsbuf;
- if (zsurf)
- return util_format_get_component_bits(zsurf->format,
- UTIL_FORMAT_COLORSPACE_ZS, 0);
- else
- return 0;
-}
-
-
-
/**
* General depth/stencil test function. Used when there's no fast-path.
*/
unsigned nr)
{
unsigned i, pass = 0;
- const struct sp_fragment_shader *fs = qs->softpipe->fs;
- boolean interp_depth = !fs->info.writes_z;
+ const struct tgsi_shader_info *fsInfo = &qs->softpipe->fs_variant->info;
+ boolean interp_depth = !fsInfo->writes_z;
+ boolean shader_stencil_ref = fsInfo->writes_stencil;
struct depth_data data;
+ data.use_shader_stencil_refs = FALSE;
if (qs->softpipe->depth_stencil->alpha.enabled) {
nr = alpha_test_quads(qs, quads, nr);
}
- if (get_depth_bits(qs) > 0 &&
- (qs->softpipe->depth_stencil->depth.enabled ||
- qs->softpipe->depth_stencil->stencil[0].enabled)) {
+ if (qs->softpipe->framebuffer.zsbuf &&
+ (qs->softpipe->depth_stencil->depth.enabled ||
+ qs->softpipe->depth_stencil->stencil[0].enabled)) {
data.ps = qs->softpipe->framebuffer.zsbuf;
data.format = data.ps->format;
}
if (qs->softpipe->depth_stencil->stencil[0].enabled) {
+ if (shader_stencil_ref)
+ convert_quad_stencil(&data, quads[i]);
+
depth_stencil_test_quad(qs, &data, quads[i]);
write_depth_stencil_values(&data, quads[i]);
}
struct quad_header *quads[],
unsigned nr)
{
- boolean interp_depth = !qs->softpipe->fs->info.writes_z;
+ const struct tgsi_shader_info *fsInfo = &qs->softpipe->fs_variant->info;
+
+ boolean interp_depth = !fsInfo->writes_z;
boolean alpha = qs->softpipe->depth_stencil->alpha.enabled;
- boolean depth = (get_depth_bits(qs) > 0 &&
- qs->softpipe->depth_stencil->depth.enabled);
+ boolean depth = qs->softpipe->depth_stencil->depth.enabled;
unsigned depthfunc = qs->softpipe->depth_stencil->depth.func;
boolean occlusion = qs->softpipe->active_query_count;
+ if(!qs->softpipe->framebuffer.zsbuf)
+ depth = depthwrite = stencil = FALSE;
+
/* default */
qs->run = depth_test_quads_fallback;
/* look for special cases */
if (!alpha &&
!depth &&
+ !occlusion &&
!stencil) {
qs->run = depth_noop;
}