*/
#include "sp_context.h"
-#include "sp_headers.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)
+stipple_quad(struct quad_stage *qs, struct quad_header *quads[], unsigned nr)
{
static const uint bit31 = 1 << 31;
static const uint bit30 = 1 << 30;
+ unsigned pass = nr;
- if (quad->prim == 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->y0;
- y1 = y0 - 1;
- }
- else {
- y0 = quad->y0;
- y1 = y0 + 1;
- }
- stipple0 = softpipe->poly_stipple.stipple[y0 % 32];
- stipple1 = softpipe->poly_stipple.stipple[y1 % 32];
-
-#if 1
- {
- const int col0 = quad->x0 % 32;
+ struct softpipe_context *softpipe = qs->softpipe;
+ unsigned q;
+
+ pass = 0;
+
+ for (q = 0; q < nr; q++) {
+ struct quad_header *quad = quads[q];
+
+ const int col0 = quad->input.x0 % 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)
- quad->mask &= ~MASK_TOP_LEFT;
+ quad->inout.mask &= ~MASK_TOP_LEFT;
if ((stipple0 & (bit30 >> col0)) == 0)
- quad->mask &= ~MASK_TOP_RIGHT;
+ quad->inout.mask &= ~MASK_TOP_RIGHT;
if ((stipple1 & (bit31 >> col0)) == 0)
- quad->mask &= ~MASK_BOTTOM_LEFT;
+ quad->inout.mask &= ~MASK_BOTTOM_LEFT;
if ((stipple1 & (bit30 >> col0)) == 0)
- quad->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->x0 % 32);
- quad->mask &= (((stipple0 >> col0) & 0x3) |
- (((stipple1 >> col0) & 0x3) << 2));
-#endif
- if (!quad->mask)
- return;
+ quad->inout.mask &= ~MASK_BOTTOM_RIGHT;
+
+ if (quad->inout.mask)
+ quads[pass++] = quad;
}
- qs->next->run(qs->next, quad);
+ qs->next->run(qs->next, quads, pass);
}