* Rasterization for binned triangles within a tile
*/
-#include "lp_context.h"
#include "lp_quad.h"
#include "lp_quad_pipe.h"
-#include "lp_setup.h"
-#include "lp_state.h"
-#include "draw/draw_context.h"
-#include "draw/draw_private.h"
-#include "draw/draw_vertex.h"
-#include "pipe/p_shader_tokens.h"
-#include "pipe/p_thread.h"
-#include "util/u_math.h"
-#include "util/u_memory.h"
+#include "lp_rast_priv.h"
+
#define BLOCKSIZE 4
/* Convert 8x8 block into four runs of quads and render each in turn.
*/
#if (BLOCKSIZE == 8)
-static void block_full( struct triangle *tri, int x, int y )
+static void block_full( struct lp_rast_triangle *tri, int x, int y )
{
struct quad_header *ptrs[4];
int i;
}
}
#else
-static void block_full( struct triangle *tri, int x, int y )
+static void block_full( struct lp_rast_triangle *tri, int x, int y )
{
struct quad_header *ptrs[4];
int iy;
int x, int y,
float c1, float c2, float c3 )
{
- struct triangle *tri = rast->tri;
+ struct lp_rast_triangle *tri = rast->tri;
struct quad_header *quad = &rast->quad[0];
float xstep1 = -tri->dy12;
* the quad:
*/
static void
-do_block( struct triangle *tri,
+do_block( struct lp_rast_triangle *tri,
int x, int y,
float c1,
float c2,