mesa: move extra prim mode #defines
authorBrian Paul <brianp@vmware.com>
Thu, 20 Jan 2011 16:38:08 +0000 (09:38 -0700)
committerBrian Paul <brianp@vmware.com>
Thu, 20 Jan 2011 16:44:33 +0000 (09:44 -0700)
src/mesa/main/dd.h
src/mesa/main/mtypes.h

index 2eede4268ca68b9a0c62195c3b207a1bd0048b8c..749c30a4cc19df89d808c649cc6243692460d86c 100644 (file)
@@ -881,11 +881,6 @@ struct dd_function_table {
     */
    void (*ValidateTnlModule)( struct gl_context *ctx, GLuint new_state );
 
-
-#define PRIM_OUTSIDE_BEGIN_END   (GL_POLYGON+1)
-#define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
-#define PRIM_UNKNOWN             (GL_POLYGON+3)
-
    /**
     * Set by the driver-supplied T&L engine.  
     *
index e92db3a4ff1248d1a6c19ba910f6d3f1f05d30e8..1d878ae4e4ac95213ec5a2b4961745becafd9a0e 100644 (file)
@@ -121,6 +121,11 @@ struct st_context;
 /*@}*/
 
 
+/** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
+#define PRIM_OUTSIDE_BEGIN_END   (GL_POLYGON+1)
+#define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
+#define PRIM_UNKNOWN             (GL_POLYGON+3)
+
 
 /**
  * Shader stages. Note that these will become 5 with tessellation.