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;
const int col0 = quad->input.x0 % 32;
-
- 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];
+ const int y0 = quad->input.y0;
+ const int y1 = y0 + 1;
+ const uint stipple0 = softpipe->poly_stipple.stipple[y0 % 32];
+ const uint stipple1 = softpipe->poly_stipple.stipple[y1 % 32];
/* turn off quad mask bits that fail the stipple test */
if ((stipple0 & (bit31 >> col0)) == 0)