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-rw-r--r--src/gallium/drivers/llvmpipe/lp_rast_tri.c30
-rw-r--r--src/gallium/drivers/llvmpipe/lp_rast_tri_tmp.h4
2 files changed, 27 insertions, 7 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_rast_tri.c b/src/gallium/drivers/llvmpipe/lp_rast_tri.c
index c1f2680ddca..28a04461725 100644
--- a/src/gallium/drivers/llvmpipe/lp_rast_tri.c
+++ b/src/gallium/drivers/llvmpipe/lp_rast_tri.c
@@ -115,19 +115,37 @@ block_full_16(struct lp_rasterizer_task *task,
static INLINE unsigned
-build_mask(int c, const int *step)
+build_mask(int c, int dcdx, int dcdy)
{
int mask = 0;
- int i;
- for (i = 0; i < 16; i++) {
- mask |= ((c + step[i]) >> 31) & (1 << i);
- }
-
+ int c0 = c;
+ int c1 = c0 + dcdx;
+ int c2 = c1 + dcdx;
+ int c3 = c2 + dcdx;
+
+ mask |= ((c0 + 0 * dcdy) >> 31) & (1 << 0);
+ mask |= ((c0 + 1 * dcdy) >> 31) & (1 << 2);
+ mask |= ((c0 + 2 * dcdy) >> 31) & (1 << 8);
+ mask |= ((c0 + 3 * dcdy) >> 31) & (1 << 10);
+ mask |= ((c1 + 0 * dcdy) >> 31) & (1 << 1);
+ mask |= ((c1 + 1 * dcdy) >> 31) & (1 << 3);
+ mask |= ((c1 + 2 * dcdy) >> 31) & (1 << 9);
+ mask |= ((c1 + 3 * dcdy) >> 31) & (1 << 11);
+ mask |= ((c2 + 0 * dcdy) >> 31) & (1 << 4);
+ mask |= ((c2 + 1 * dcdy) >> 31) & (1 << 6);
+ mask |= ((c2 + 2 * dcdy) >> 31) & (1 << 12);
+ mask |= ((c2 + 3 * dcdy) >> 31) & (1 << 14);
+ mask |= ((c3 + 0 * dcdy) >> 31) & (1 << 5);
+ mask |= ((c3 + 1 * dcdy) >> 31) & (1 << 7);
+ mask |= ((c3 + 2 * dcdy) >> 31) & (1 << 13);
+ mask |= ((c3 + 3 * dcdy) >> 31) & (1 << 15);
+
return mask;
}
+
#define TAG(x) x##_1
#define NR_PLANES 1
#include "lp_rast_tri_tmp.h"
diff --git a/src/gallium/drivers/llvmpipe/lp_rast_tri_tmp.h b/src/gallium/drivers/llvmpipe/lp_rast_tri_tmp.h
index fcb8e2b05d2..e14886f0b9b 100644
--- a/src/gallium/drivers/llvmpipe/lp_rast_tri_tmp.h
+++ b/src/gallium/drivers/llvmpipe/lp_rast_tri_tmp.h
@@ -50,7 +50,9 @@ TAG(do_block_4)(struct lp_rasterizer_task *task,
int j;
for (j = 0; j < NR_PLANES; j++) {
- mask &= ~build_mask(c[j] - 1, plane[j].step);
+ mask &= ~build_mask(c[j] - 1,
+ plane[j].step[1],
+ plane[j].step[2]);
}
/* Now pass to the shader: