return (nr + 1) >> 1;
}
+static GLuint r300VAPInputCntl0(GLcontext * ctx, GLuint InputsRead)
+{
+ /* Hard coded value, no idea what it means */
+ return 0x5555;
+}
+
static GLuint r300VAPInputCntl1(GLcontext * ctx, GLuint InputsRead)
{
r300ContextPtr r300 = R300_CONTEXT(ctx);
/* Setup INPUT_CNTL. */
/* I don't think this is needed for vertex buffers, but it doesn't hurt anything */
R300_STATECHANGE(r300, vic);
- r300->hw.vic.cmd[R300_VIC_CNTL_0] = 0x5555; /* Hard coded value, no idea what it means */
+ r300->hw.vic.cmd[R300_VIC_CNTL_0] = r300VAPInputCntl0(ctx, InputsRead);
r300->hw.vic.cmd[R300_VIC_CNTL_1] = r300VAPInputCntl1(ctx, InputsRead);
/* Setup OUTPUT_VTX_FMT. */