unsigned reduced_api_prim; /**< PIPE_PRIM_POINTS, _LINES or _TRIANGLES */
-#if 0
- /* Stipple derived state:
- */
- ubyte stipple_masks[16][16];
-#endif
-
/** Derived from scissor and surface bounds: */
struct pipe_scissor_state cliprect;
/* 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;
y0 = quad->input.y0;
y1 = y0 + 1;
}
+
stipple0 = softpipe->poly_stipple.stipple[y0 % 32];
stipple1 = softpipe->poly_stipple.stipple[y1 % 32];
-#if 1
- {
- const int col0 = quad->input.x0 % 32;
+ /* turn off quad mask bits that fail the stipple test */
if ((stipple0 & (bit31 >> col0)) == 0)
quad->inout.mask &= ~MASK_TOP_LEFT;
if ((stipple1 & (bit30 >> col0)) == 0)
quad->inout.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->input.x0 % 32);
- quad->inout.mask &= (((stipple0 >> col0) & 0x3) |
- (((stipple1 >> col0) & 0x3) << 2));
-#endif
- if (!quad->inout.mask)
+
+ if (!quad->inout.mask) {
+ /* all fragments failed stipple test, end of quad pipeline */
return;
+ }
}
qs->next->run(qs->next, quad);