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;
- /* XXX this could be optimize a bit to use just two conditionals */
if ((1 << col0) & stipple0)
mask |= MASK_BOTTOM_LEFT;
- if ((2 << col0) & stipple0)
+ if ((2 << col0) & stipple0) /* note: col0 <= 30 */
mask |= MASK_BOTTOM_RIGHT;
if ((1 << 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);