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path: root/src/gallium/drivers/softpipe/sp_quad_stipple.c
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Diffstat (limited to 'src/gallium/drivers/softpipe/sp_quad_stipple.c')
-rw-r--r--src/gallium/drivers/softpipe/sp_quad_stipple.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/gallium/drivers/softpipe/sp_quad_stipple.c b/src/gallium/drivers/softpipe/sp_quad_stipple.c
index f1e9b80e09a..ccf37f6be59 100644
--- a/src/gallium/drivers/softpipe/sp_quad_stipple.c
+++ b/src/gallium/drivers/softpipe/sp_quad_stipple.c
@@ -7,7 +7,7 @@
#include "sp_headers.h"
#include "sp_quad.h"
#include "pipe/p_defines.h"
-#include "pipe/p_util.h"
+#include "util/u_memory.h"
/**
@@ -19,17 +19,17 @@ stipple_quad(struct quad_stage *qs, struct quad_header *quad)
static const uint bit31 = 1 << 31;
static const uint bit30 = 1 << 30;
- if (quad->prim == PRIM_TRI) {
+ if (quad->input.prim == PRIM_TRI) {
struct softpipe_context *softpipe = qs->softpipe;
/* need to invert Y to index into OpenGL's stipple pattern */
int y0, y1;
uint stipple0, stipple1;
if (softpipe->rasterizer->origin_lower_left) {
- y0 = softpipe->framebuffer.height - 1 - quad->y0;
+ y0 = softpipe->framebuffer.height - 1 - quad->input.y0;
y1 = y0 - 1;
}
else {
- y0 = quad->y0;
+ y0 = quad->input.y0;
y1 = y0 + 1;
}
stipple0 = softpipe->poly_stipple.stipple[y0 % 32];
@@ -37,18 +37,18 @@ stipple_quad(struct quad_stage *qs, struct quad_header *quad)
#if 1
{
- const int col0 = quad->x0 % 32;
+ const int col0 = quad->input.x0 % 32;
if ((stipple0 & (bit31 >> col0)) == 0)
- quad->mask &= ~MASK_TOP_LEFT;
+ quad->inout.mask &= ~MASK_TOP_LEFT;
if ((stipple0 & (bit30 >> col0)) == 0)
- quad->mask &= ~MASK_TOP_RIGHT;
+ quad->inout.mask &= ~MASK_TOP_RIGHT;
if ((stipple1 & (bit31 >> col0)) == 0)
- quad->mask &= ~MASK_BOTTOM_LEFT;
+ quad->inout.mask &= ~MASK_BOTTOM_LEFT;
if ((stipple1 & (bit30 >> col0)) == 0)
- quad->mask &= ~MASK_BOTTOM_RIGHT;
+ quad->inout.mask &= ~MASK_BOTTOM_RIGHT;
}
#else
/* We'd like to use this code, but we'd need to redefine
@@ -56,11 +56,11 @@ stipple_quad(struct quad_stage *qs, struct quad_header *quad)
* and similarly for the BOTTOM bits. But that may have undesirable
* side effects elsewhere.
*/
- const int col0 = 30 - (quad->x0 % 32);
- quad->mask &= (((stipple0 >> col0) & 0x3) |
+ const int col0 = 30 - (quad->input.x0 % 32);
+ quad->inout.mask &= (((stipple0 >> col0) & 0x3) |
(((stipple1 >> col0) & 0x3) << 2));
#endif
- if (!quad->mask)
+ if (!quad->inout.mask)
return;
}