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/**
* quad polygon stipple stage
*/
#include "lp_context.h"
#include "lp_quad.h"
#include "lp_quad_pipe.h"
#include "pipe/p_defines.h"
#include "util/u_memory.h"
/**
* Apply polygon stipple to quads produced by triangle rasterization
*/
static void
stipple_quad(struct quad_stage *qs, struct quad_header *quad)
{
static const uint bit31 = 1 << 31;
static const uint bit30 = 1 << 30;
if (quad->input.prim == QUAD_PRIM_TRI) {
struct llvmpipe_context *llvmpipe = qs->llvmpipe;
/* need to invert Y to index into OpenGL's stipple pattern */
const int col0 = quad->input.x0 % 32;
const int y0 = quad->input.y0;
const int y1 = y0 + 1;
const uint stipple0 = llvmpipe->poly_stipple.stipple[y0 % 32];
const uint stipple1 = llvmpipe->poly_stipple.stipple[y1 % 32];
/* turn off quad mask bits that fail the stipple test */
if ((stipple0 & (bit31 >> col0)) == 0)
quad->inout.mask &= ~MASK_TOP_LEFT;
if ((stipple0 & (bit30 >> col0)) == 0)
quad->inout.mask &= ~MASK_TOP_RIGHT;
if ((stipple1 & (bit31 >> col0)) == 0)
quad->inout.mask &= ~MASK_BOTTOM_LEFT;
if ((stipple1 & (bit30 >> col0)) == 0)
quad->inout.mask &= ~MASK_BOTTOM_RIGHT;
if (!quad->inout.mask) {
/* all fragments failed stipple test, end of quad pipeline */
return;
}
}
qs->next->run(qs->next, quad);
}
static void stipple_begin(struct quad_stage *qs)
{
qs->next->begin(qs->next);
}
static void stipple_destroy(struct quad_stage *qs)
{
FREE( qs );
}
struct quad_stage *
lp_quad_polygon_stipple_stage( struct llvmpipe_context *llvmpipe )
{
struct quad_stage *stage = CALLOC_STRUCT(quad_stage);
stage->llvmpipe = llvmpipe;
stage->begin = stipple_begin;
stage->run = stipple_quad;
stage->destroy = stipple_destroy;
return stage;
}
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