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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
*/
static void
stipple_quad(struct quad_stage *qs, struct quad_header *quad)
{
if (quad->prim == PRIM_TRI) {
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];
/* XXX this should be acheivable without conditionals */
#if 1
GLbitfield mask = 0x0;
if ((1 << col0) & stipple0)
mask |= MASK_BOTTOM_LEFT;
if ((2 << col0) & stipple0) /* note: col0 <= 30 */
mask |= MASK_BOTTOM_RIGHT;
if ((1 << col0) & stipple1)
mask |= MASK_TOP_LEFT;
if ((2 << col0) & stipple1)
mask |= MASK_TOP_RIGHT;
quad->mask &= mask;
#else
/* XXX there may be a better way to lay out the stored stipple
* values to further simplify this computation.
*/
quad->mask &= (((stipple0 >> col0) & 0x3) |
(((stipple1 >> col0) & 0x3) << 2));
#endif
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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