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/**
* quad polygon stipple stage
*/
#include "sp_context.h"
#include "sp_headers.h"
#include "sp_quad.h"
#include "pipe/p_defines.h"
#include "pipe/p_util.h"
/**
* Apply polygon stipple to quads produced by triangle rasterization
*/
static void
stipple_quad(struct quad_stage *qs, struct quad_header *quad)
{
static const uint bit31 = 1 << 31;
static const uint bit30 = 1 << 30;
if (quad->prim == PRIM_TRI) {
struct softpipe_context *softpipe = qs->softpipe;
/* need to invert Y to index into OpenGL's stipple pattern */
const int y0 = softpipe->framebuffer.cbufs[0]->height - 1 - quad->y0;
const int y1 = y0 - 1;
const unsigned stipple0 = softpipe->poly_stipple.stipple[y0 % 32];
const unsigned stipple1 = softpipe->poly_stipple.stipple[y1 % 32];
#if 1
const int col0 = quad->x0 % 32;
if ((stipple0 & (bit31 >> col0)) == 0)
quad->mask &= ~MASK_TOP_LEFT;
if ((stipple0 & (bit30 >> col0)) == 0)
quad->mask &= ~MASK_TOP_RIGHT;
if ((stipple1 & (bit31 >> col0)) == 0)
quad->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;
}
qs->next->run(qs->next, quad);
}
static void stipple_begin(struct quad_stage *qs)
{
if (qs->next)
qs->next->begin(qs->next);
}
struct quad_stage *
sp_quad_polygon_stipple_stage( struct softpipe_context *softpipe )
{
struct quad_stage *stage = CALLOC_STRUCT(quad_stage);
stage->softpipe = softpipe;
stage->begin = stipple_begin;
stage->run = stipple_quad;
return stage;
}
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