#define HAVE_LINE_STRIPS 1
#define HAVE_TRIANGLES 1
#define HAVE_TRI_STRIPS 1
-#define HAVE_TRI_STRIP_1 0 /* has it, template can't use it yet */
#define HAVE_TRI_FANS 1
#define HAVE_POLYGONS 1
-#define HAVE_QUADS 0
-#define HAVE_QUAD_STRIPS 0
#define HAVE_ELTS 0
-static uint32_t hw_prim[GL_POLYGON + 1] = {
+static const uint32_t hw_prim[GL_POLYGON + 1] = {
0,
PRIM3D_LINELIST,
PRIM3D_LINESTRIP,
intelDmaPrimitive(struct intel_context *intel, GLenum prim)
{
if (0)
- fprintf(stderr, "%s %s\n", __FUNCTION__, _mesa_lookup_enum_by_nr(prim));
+ fprintf(stderr, "%s %s\n", __func__, _mesa_enum_to_string(prim));
INTEL_FIREVERTICES(intel);
intel->vtbl.reduced_primitive_state(intel, reduced_prim[prim]);
intel_set_prim(intel, hw_prim[prim]);
#define INTEL_NO_VBO_STATE_RESERVED 1500
-static INLINE GLuint intel_get_vb_max(struct intel_context *intel)
+static inline GLuint intel_get_vb_max(struct intel_context *intel)
{
GLuint ret;
return ret;
}
-static INLINE GLuint intel_get_current_max(struct intel_context *intel)
+static inline GLuint intel_get_current_max(struct intel_context *intel)
{
GLuint ret;
continue;
intel_render_tab_verts[prim & PRIM_MODE_MASK] (ctx, start,
- start + length, prim);
+ length, prim);
}
tnl->Driver.Render.Finish(ctx);