return (nr + 1) >> 1;
}
-static GLuint t_vic(GLcontext * ctx, GLuint InputsRead)
+static GLuint r300VAPInputCntl1(GLcontext * ctx, GLuint InputsRead)
{
r300ContextPtr r300 = R300_CONTEXT(ctx);
GLuint i, vic_1 = 0;
/* 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_1] = t_vic(ctx, InputsRead);
+ r300->hw.vic.cmd[R300_VIC_CNTL_1] = r300VAPInputCntl1(ctx, InputsRead);
/* Stage 3: VAP output */