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Fix broken polygon stippling (see comments for details).
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1 changed files with 28 additions and 6 deletions
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@ -16,18 +16,40 @@
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static void
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stipple_quad(struct quad_stage *qs, struct quad_header *quad)
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{
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static const uint bit31 = 1 << 31;
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static const uint bit30 = 1 << 30;
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if (quad->prim == PRIM_TRI) {
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struct softpipe_context *softpipe = qs->softpipe;
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const int col0 = quad->x0 % 32;
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const int row0 = quad->y0 % 32;
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const unsigned stipple0 = softpipe->poly_stipple.stipple[row0];
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const unsigned stipple1 = softpipe->poly_stipple.stipple[row0 + 1];
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/* need to invert Y to index into OpenGL's stipple pattern */
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const int y0 = softpipe->framebuffer.cbufs[0]->height - 1 - quad->y0;
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const int y1 = y0 - 1;
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const unsigned stipple0 = softpipe->poly_stipple.stipple[y0 % 32];
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const unsigned stipple1 = softpipe->poly_stipple.stipple[y1 % 32];
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/* XXX there may be a better way to lay out the stored stipple
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* values to further simplify this computation.
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#if 1
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const int col0 = quad->x0 % 32;
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if ((stipple0 & (bit31 >> col0)) == 0)
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quad->mask &= ~MASK_TOP_LEFT;
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if ((stipple0 & (bit30 >> col0)) == 0)
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quad->mask &= ~MASK_TOP_RIGHT;
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if ((stipple1 & (bit31 >> col0)) == 0)
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quad->mask &= ~MASK_BOTTOM_LEFT;
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if ((stipple1 & (bit30 >> col0)) == 0)
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quad->mask &= ~MASK_BOTTOM_RIGHT;
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#else
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/* We'd like to use this code, but we'd need to redefine
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* MASK_TOP_LEFT to be (1 << 1) and MASK_TOP_RIGHT to be (1 << 0),
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* and similarly for the BOTTOM bits. But that may have undesirable
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* side effects elsewhere.
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*/
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const int col0 = 30 - (quad->x0 % 32);
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quad->mask &= (((stipple0 >> col0) & 0x3) |
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(((stipple1 >> col0) & 0x3) << 2));
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#endif
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if (quad->mask)
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qs->next->run(qs->next, quad);
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