* Set up macros for draw_pt_decompose.h template code.
* This code uses vertex indexes / elements.
*/
-#define QUAD(i0,i1,i2,i3) \
+
+/* emit first quad vertex as first vertex in triangles */
+#define QUAD_FIRST_PV(i0,i1,i2,i3) \
+ do_triangle( draw, \
+ ( DRAW_PIPE_RESET_STIPPLE | \
+ DRAW_PIPE_EDGE_FLAG_0 | \
+ DRAW_PIPE_EDGE_FLAG_1 ), \
+ verts + stride * elts[i0], \
+ verts + stride * elts[i1], \
+ verts + stride * elts[i2]); \
+ do_triangle( draw, \
+ ( DRAW_PIPE_EDGE_FLAG_1 | \
+ DRAW_PIPE_EDGE_FLAG_2 ), \
+ verts + stride * elts[i0], \
+ verts + stride * elts[i2], \
+ verts + stride * elts[i3])
+
+/* emit last quad vertex as last vertex in triangles */
+#define QUAD_LAST_PV(i0,i1,i2,i3) \
do_triangle( draw, \
( DRAW_PIPE_RESET_STIPPLE | \
DRAW_PIPE_EDGE_FLAG_0 | \
/*
* Set up macros for draw_pt_decompose.h template code.
- * This code is for non-indexed rendering (no elts).
+ * This code is for non-indexed (aka linear) rendering (no elts).
*/
-#define QUAD(i0,i1,i2,i3) \
+
+/* emit first quad vertex as first vertex in triangles */
+#define QUAD_FIRST_PV(i0,i1,i2,i3) \
+ do_triangle( draw, \
+ ( DRAW_PIPE_RESET_STIPPLE | \
+ DRAW_PIPE_EDGE_FLAG_0 | \
+ DRAW_PIPE_EDGE_FLAG_1 ), \
+ verts + stride * ((i0) & ~DRAW_PIPE_FLAG_MASK), \
+ verts + stride * (i1), \
+ verts + stride * (i2)); \
+ do_triangle( draw, \
+ ( DRAW_PIPE_EDGE_FLAG_1 | \
+ DRAW_PIPE_EDGE_FLAG_2 ), \
+ verts + stride * ((i0) & ~DRAW_PIPE_FLAG_MASK), \
+ verts + stride * (i2), \
+ verts + stride * (i3))
+
+/* emit last quad vertex as last vertex in triangles */
+#define QUAD_LAST_PV(i0,i1,i2,i3) \
do_triangle( draw, \
( DRAW_PIPE_RESET_STIPPLE | \
DRAW_PIPE_EDGE_FLAG_0 | \