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fxRasterPrimitive wasn't always receiving the reduced primitive
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02978f1092
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cf95169542
1 changed files with 15 additions and 16 deletions
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@ -53,6 +53,19 @@
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static void tdfxRasterPrimitive( GLcontext *ctx, GLenum prim );
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static void tdfxRenderPrimitive( GLcontext *ctx, GLenum prim );
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static GLenum reduced_prim[GL_POLYGON+1] = {
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GL_POINTS,
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GL_LINES,
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GL_LINES,
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GL_LINES,
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GL_TRIANGLES,
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GL_TRIANGLES,
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GL_TRIANGLES,
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GL_TRIANGLES,
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GL_TRIANGLES,
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GL_TRIANGLES
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};
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/***********************************************************************
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* Macros for t_dd_tritmp.h to draw basic primitives *
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***********************************************************************/
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@ -364,8 +377,8 @@ do { \
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* Functions to draw basic unfilled primitives *
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***********************************************************************/
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#define RASTERIZE(x) if (fxMesa->raster_primitive != x) \
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tdfxRasterPrimitive( ctx, x )
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#define RASTERIZE(x) if (fxMesa->raster_primitive != reduced_prim[x]) \
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tdfxRasterPrimitive( ctx, reduced_prim[x] )
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#define RENDER_PRIMITIVE fxMesa->render_primitive
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#define IND TDFX_FALLBACK_BIT
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#define TAG(x) x
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@ -1135,20 +1148,6 @@ static void tdfxRenderStart( GLcontext *ctx )
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}
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static GLenum reduced_prim[GL_POLYGON+1] = {
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GL_POINTS,
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GL_LINES,
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GL_LINES,
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GL_LINES,
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GL_TRIANGLES,
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GL_TRIANGLES,
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GL_TRIANGLES,
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GL_TRIANGLES,
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GL_TRIANGLES,
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GL_TRIANGLES
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};
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/* Always called between RenderStart and RenderFinish --> We already
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* hold the lock.
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