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/**
* quad polygon stipple stage
*/
#include "glheader.h"
#include "imports.h"
#include "sp_context.h"
#include "sp_headers.h"
#include "sp_quad.h"
#include "pipe/p_defines.h"
/**
* Apply polygon stipple to quads produced by triangle rasterization
* XXX we need to skip this for lines and points!!!
*/
static void
stipple_quad(struct quad_stage *qs, struct quad_header *quad)
{
struct softpipe_context *softpipe = qs->softpipe;
const GLint col0 = quad->x0 % 32;
const GLint row0 = quad->y0 % 32;
const GLuint stipple0 = softpipe->poly_stipple.stipple[row0];
const GLuint stipple1 = softpipe->poly_stipple.stipple[row0 + 1];
GLbitfield mask = 0x0;
/* XXX this could be optimize a bit to use just two conditionals */
if ((1 << col0) & stipple0)
mask |= MASK_BOTTOM_LEFT;
if ((2 << col0) & stipple0)
mask |= MASK_BOTTOM_RIGHT;
if ((1 << col0) & stipple1)
mask |= MASK_TOP_LEFT;
if ((2 << col0) & stipple1)
mask |= MASK_TOP_RIGHT;
quad->mask &= mask;
if (quad->mask)
qs->next->run(qs->next, quad);
}
struct quad_stage *
sp_quad_polygon_stipple_stage( struct softpipe_context *softpipe )
{
struct quad_stage *stage = CALLOC_STRUCT(quad_stage);
stage->softpipe = softpipe;
stage->run = stipple_quad;
return stage;
}
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