return util_iround(FIXED_ONE * a);
}
+/**
+ * Print point vertex attribs (for debug).
+ */
+static void
+print_point(struct lp_setup_context *setup,
+ const float (*v0)[4])
+{
+ const struct lp_setup_variant_key *key = &setup->setup.variant->key;
+ uint i;
+
+ debug_printf("llvmpipe point\n");
+ for (i = 0; i < 1 + key->num_inputs; i++) {
+ debug_printf(" v0[%d]: %f %f %f %f\n", i,
+ v0[i][0], v0[i][1], v0[i][2], v0[i][3]);
+ }
+}
+
static boolean
try_setup_point( struct lp_setup_context *setup,
layer = MIN2(layer, scene->fb_max_layer);
}
+ if (0)
+ print_point(setup, v0);
+
/* Bounding rectangle (in pixels) */
{
/* Yes this is necessary to accurately calculate bounding boxes