We will need access to this array in order to configure the geometry
shader.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
uint32_t width, uint32_t height,
uint32_t tile_x, uint32_t tile_y);
+extern const GLuint prim_to_hw_prim[GL_POLYGON+1];
+
#ifdef __cplusplus
}
#endif
#define FILE_DEBUG_FLAG DEBUG_PRIMS
-static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
+const GLuint prim_to_hw_prim[GL_POLYGON+1] = {
_3DPRIM_POINTLIST,
_3DPRIM_LINELIST,
_3DPRIM_LINELOOP,