GLuint *vb = intel_get_prim_space(intel, 1);
int j;
- /* Adjust for sub pixel position -- still required for conform. */
- *(float *) &vb[0] = v0->v.x;
- *(float *) &vb[1] = v0->v.y;
- for (j = 2; j < vertsize; j++)
- vb[j] = v0->ui[j];
+ COPY_DWORDS(j, vb, vertsize, v0);
}
***********************************************************************/
static const GLuint hw_prim[GL_POLYGON + 1] = {
- PRIM3D_POINTLIST,
- PRIM3D_LINELIST,
- PRIM3D_LINELIST,
- PRIM3D_LINELIST,
- PRIM3D_TRILIST,
- PRIM3D_TRILIST,
- PRIM3D_TRILIST,
- PRIM3D_TRILIST,
- PRIM3D_TRILIST,
- PRIM3D_TRILIST
+ [GL_POINTS] = PRIM3D_POINTLIST,
+ [GL_LINES] = PRIM3D_LINELIST,
+ [GL_LINE_LOOP] = PRIM3D_LINELIST,
+ [GL_LINE_STRIP] = PRIM3D_LINELIST,
+ [GL_TRIANGLES] = PRIM3D_TRILIST,
+ [GL_TRIANGLE_STRIP] = PRIM3D_TRILIST,
+ [GL_TRIANGLE_FAN] = PRIM3D_TRILIST,
+ [GL_QUADS] = PRIM3D_TRILIST,
+ [GL_QUAD_STRIP] = PRIM3D_TRILIST,
+ [GL_POLYGON] = PRIM3D_TRILIST,
};
#define RASTERIZE(x) intelRasterPrimitive( ctx, x, hw_prim[x] )
{
struct intel_context *intel = intel_context(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
GLuint prim = intel->render_primitive;
/* Render the new vertices as an unclipped polygon.
*/
- {
- GLuint *tmp = VB->Elts;
- VB->Elts = (GLuint *) elts;
- tnl->Driver.Render.PrimTabElts[GL_POLYGON] (ctx, 0, n,
- PRIM_BEGIN | PRIM_END);
- VB->Elts = tmp;
- }
+ _tnl_RenderClippedPolygon(ctx, elts, n);
/* Restore the render primitive
*/
tnl->Driver.Render.PrimitiveNotify(ctx, prim);
}
-static void
-intelRenderClippedLine(struct gl_context * ctx, GLuint ii, GLuint jj)
-{
- TNLcontext *tnl = TNL_CONTEXT(ctx);
-
- tnl->Driver.Render.Line(ctx, ii, jj);
-}
-
static void
intelFastRenderClippedPoly(struct gl_context * ctx, const GLuint * elts, GLuint n)
{
const GLuint *start = (const GLuint *) V(elts[0]);
int i, j;
- for (i = 2; i < n; i++) {
- COPY_DWORDS(j, vb, vertsize, V(elts[i - 1]));
- COPY_DWORDS(j, vb, vertsize, V(elts[i]));
- COPY_DWORDS(j, vb, vertsize, start);
+ if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION) {
+ for (i = 2; i < n; i++) {
+ COPY_DWORDS(j, vb, vertsize, V(elts[i - 1]));
+ COPY_DWORDS(j, vb, vertsize, V(elts[i]));
+ COPY_DWORDS(j, vb, vertsize, start);
+ }
+ } else {
+ for (i = 2; i < n; i++) {
+ COPY_DWORDS(j, vb, vertsize, start);
+ COPY_DWORDS(j, vb, vertsize, V(elts[i - 1]));
+ COPY_DWORDS(j, vb, vertsize, V(elts[i]));
+ }
}
}
else {
tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
- tnl->Driver.Render.ClippedLine = intelRenderClippedLine;
+ tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine;
tnl->Driver.Render.ClippedPolygon = intelRenderClippedPoly;
}
}
}
static const GLenum reduced_prim[GL_POLYGON + 1] = {
- GL_POINTS,
- GL_LINES,
- GL_LINES,
- GL_LINES,
- GL_TRIANGLES,
- GL_TRIANGLES,
- GL_TRIANGLES,
- GL_TRIANGLES,
- GL_TRIANGLES,
- GL_TRIANGLES
+ [GL_POINTS] = GL_POINTS,
+ [GL_LINES] = GL_LINES,
+ [GL_LINE_LOOP] = GL_LINES,
+ [GL_LINE_STRIP] = GL_LINES,
+ [GL_TRIANGLES] = GL_TRIANGLES,
+ [GL_TRIANGLE_STRIP] = GL_TRIANGLES,
+ [GL_TRIANGLE_FAN] = GL_TRIANGLES,
+ [GL_QUADS] = GL_TRIANGLES,
+ [GL_QUAD_STRIP] = GL_TRIANGLES,
+ [GL_POLYGON] = GL_TRIANGLES
};
if (0)
fprintf(stderr, "%s %s %x\n", __func__,
- _mesa_lookup_enum_by_nr(rprim), hwprim);
+ _mesa_enum_to_string(rprim), hwprim);
intel->vtbl.reduced_primitive_state(intel, rprim);
ctx->Polygon.BackMode != GL_FILL);
if (0)
- fprintf(stderr, "%s %s\n", __func__, _mesa_lookup_enum_by_nr(prim));
+ fprintf(stderr, "%s %s\n", __func__, _mesa_enum_to_string(prim));
/* Let some clipping routines know which primitive they're dealing
* with.