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/**
* quad polygon stipple stage
*/
#include "sp_context.h"
#include "sp_quad.h"
#include "sp_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 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->input.y0;
y1 = y0 - 1;
}
else {
y0 = quad->input.y0;
y1 = y0 + 1;
}
stipple0 = softpipe->poly_stipple.stipple[y0 % 32];
stipple1 = softpipe->poly_stipple.stipple[y1 % 32];
#if 1
{
const int col0 = quad->input.x0 % 32;
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;
}
#else
/* We'd like to use this code, but we'd need to redefine
* MASK_TOP_LEFT to be (1 << 1) and MASK_TOP_RIGHT to be (1 << 0),
* and similarly for the BOTTOM bits. But that may have undesirable
* side effects elsewhere.
*/
const int col0 = 30 - (quad->input.x0 % 32);
quad->inout.mask &= (((stipple0 >> col0) & 0x3) |
(((stipple1 >> col0) & 0x3) << 2));
#endif
if (!quad->inout.mask)
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 *
sp_quad_polygon_stipple_stage( struct softpipe_context *softpipe )
{
struct quad_stage *stage = CALLOC_STRUCT(quad_stage);
stage->softpipe = softpipe;
stage->begin = stipple_begin;
stage->run = stipple_quad;
stage->destroy = stipple_destroy;
return stage;
}
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