* dma buffers. Use strip/fan hardware primitives where possible.
* Try to simulate missing primitives with indexed vertices.
*/
-#define HAVE_POINTS 0 /* Has it, but can't use because subpixel has to
- * be adjusted for points on the INTEL/I845G
- */
+#define HAVE_POINTS 1
#define HAVE_LINES 1
#define HAVE_LINE_STRIPS 1
#define HAVE_TRIANGLES 1
#define HAVE_ELTS 0
static const uint32_t hw_prim[GL_POLYGON + 1] = {
- [GL_POINTS] = 0,
+ [GL_POINTS] = PRIM3D_POINTLIST,
[GL_LINES ] = PRIM3D_LINELIST,
[GL_LINE_LOOP] = PRIM3D_LINESTRIP,
[GL_LINE_STRIP] = PRIM3D_LINESTRIP,
};
static const int scale_prim[GL_POLYGON + 1] = {
- [GL_POINTS] = 0, /* fallback case */
+ [GL_POINTS] = 1,
[GL_LINES] = 1,
[GL_LINE_LOOP] = 2,
[GL_LINE_STRIP] = 2,