Ian Romanick wrote:
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> Brian Paul wrote:
> 
>> Another thought is to move some traditional per-fragment operations into 
>> the fragment program itself.  Alpha test, for example, may no longer 
>> exist in OpenGL 3.0; it would be up to the user to encode the test in 
>> their shader.
>>
>> With software rendering, we have the potential to do almost everything 
>> in the fragment shader.  One idea I had is to add a new input register 
>> to fragment programs which is the current framebuffer color.  We could 
>> use that to do blending/masking/etc. in the program.  Normally, this 
>> would be hidden, but it could be exposed as an interesting new OpenGL 
>> extension (and something unique to Mesa).
> 
> The other option is to add another shader stage for post-fragment
> operations.  This is roughly analogous to how geometry shaders are
> implemented.  When I've thought about this in the past, I had only
> considered using it to replace alpha blending and stencil operations.
> 
> I don't see any reason why we couldn't also implement alpha and stencil
> testing in the same stage.  I'm a bit nervous about including depth
> testing.  It seems like that would cause issues with early Z test.

You could do early stencil testing just as well (there is hardware out 
there AFAIK which supports that).

Roland

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