#include "pipe/p_state.h"
#include "tgsi/tgsi_exec.h"
-#define PRIM_POINT 1
-#define PRIM_LINE 2
-#define PRIM_TRI 3
+#define QUAD_PRIM_POINT 1
+#define QUAD_PRIM_LINE 2
+#define QUAD_PRIM_TRI 3
/* The rasterizer generates 2x2 quads of fragment and feeds them to
int y0;
float coverage[QUAD_SIZE]; /** fragment coverage for antialiasing */
unsigned facing:1; /**< Front (0) or back (1) facing? */
- unsigned prim:2; /**< PRIM_POINT, LINE, TRI */
+ unsigned prim:2; /**< QUAD_PRIM_POINT, LINE, TRI */
};
struct quad_header_inout
coverage_quad(struct quad_stage *qs, struct quad_header *quad)
{
struct softpipe_context *softpipe = qs->softpipe;
+ const uint prim = quad->input.prim;
- if ((softpipe->rasterizer->poly_smooth && quad->input.prim == PRIM_TRI) ||
- (softpipe->rasterizer->line_smooth && quad->input.prim == PRIM_LINE) ||
- (softpipe->rasterizer->point_smooth && quad->input.prim == PRIM_POINT)) {
+ if ((softpipe->rasterizer->poly_smooth && prim == QUAD_PRIM_TRI) ||
+ (softpipe->rasterizer->line_smooth && prim == QUAD_PRIM_LINE) ||
+ (softpipe->rasterizer->point_smooth && prim == QUAD_PRIM_POINT)) {
uint cbuf;
/* loop over colorbuffer outputs */
static const uint bit31 = 1 << 31;
static const uint bit30 = 1 << 30;
- if (quad->input.prim == PRIM_TRI) {
+ if (quad->input.prim == QUAD_PRIM_TRI) {
struct softpipe_context *softpipe = qs->softpipe;
/* need to invert Y to index into OpenGL's stipple pattern */
int y0, y1;
setup_tri_coefficients( setup );
setup_tri_edges( setup );
- setup->quad.input.prim = PRIM_TRI;
+ setup->quad.input.prim = QUAD_PRIM_TRI;
setup->span.y = 0;
setup->span.y_flags = 0;
setup->quad.input.x0 = setup->quad.input.y0 = -1;
setup->quad.inout.mask = 0x0;
- setup->quad.input.prim = PRIM_LINE;
+ setup->quad.input.prim = QUAD_PRIM_LINE;
/* XXX temporary: set coverage to 1.0 so the line appears
* if AA mode happens to be enabled.
*/
}
}
- setup->quad.input.prim = PRIM_POINT;
+ setup->quad.input.prim = QUAD_PRIM_POINT;
if (halfSize <= 0.5 && !round) {
/* special case for 1-pixel points */