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i915: Use C99 initializers for primitive arrays
Using C99 initializers for the primitive arrays makes things more readable. Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
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3801fa65c1
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2 changed files with 50 additions and 50 deletions
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@ -67,42 +67,42 @@
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#define HAVE_ELTS 0
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static const uint32_t hw_prim[GL_POLYGON + 1] = {
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0,
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PRIM3D_LINELIST,
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PRIM3D_LINESTRIP,
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PRIM3D_LINESTRIP,
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PRIM3D_TRILIST,
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PRIM3D_TRISTRIP,
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PRIM3D_TRIFAN,
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0,
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0,
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PRIM3D_POLY
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[GL_POINTS] = 0,
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[GL_LINES ] = PRIM3D_LINELIST,
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[GL_LINE_LOOP] = PRIM3D_LINESTRIP,
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[GL_LINE_STRIP] = PRIM3D_LINESTRIP,
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[GL_TRIANGLES] = PRIM3D_TRILIST,
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[GL_TRIANGLE_STRIP] = PRIM3D_TRISTRIP,
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[GL_TRIANGLE_FAN] = PRIM3D_TRIFAN,
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[GL_QUADS] = 0,
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[GL_QUAD_STRIP] = 0,
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[GL_POLYGON] = PRIM3D_POLY,
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};
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static const 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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[GL_POINTS] = GL_POINTS,
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[GL_LINES] = GL_LINES,
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[GL_LINE_LOOP] = GL_LINES,
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[GL_LINE_STRIP] = GL_LINES,
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[GL_TRIANGLES] = GL_TRIANGLES,
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[GL_TRIANGLE_STRIP] = GL_TRIANGLES,
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[GL_TRIANGLE_FAN] = GL_TRIANGLES,
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[GL_QUADS] = GL_TRIANGLES,
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[GL_QUAD_STRIP] = GL_TRIANGLES,
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[GL_POLYGON] = GL_TRIANGLES,
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};
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static const int scale_prim[GL_POLYGON + 1] = {
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0, /* fallback case */
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1,
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2,
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2,
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1,
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3,
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3,
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0, /* fallback case */
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0, /* fallback case */
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3
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[GL_POINTS] = 0, /* fallback case */
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[GL_LINES] = 1,
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[GL_LINE_LOOP] = 2,
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[GL_LINE_STRIP] = 2,
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[GL_TRIANGLES] = 1,
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[GL_TRIANGLE_STRIP] = 3,
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[GL_TRIANGLE_FAN] = 3,
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[GL_QUADS] = 0, /* fallback case */
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[GL_QUAD_STRIP] = 0, /* fallback case */
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[GL_POLYGON] = 3,
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};
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@ -670,16 +670,16 @@ do { \
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***********************************************************************/
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static const GLuint hw_prim[GL_POLYGON + 1] = {
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PRIM3D_POINTLIST,
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PRIM3D_LINELIST,
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PRIM3D_LINELIST,
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PRIM3D_LINELIST,
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PRIM3D_TRILIST,
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PRIM3D_TRILIST,
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PRIM3D_TRILIST,
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PRIM3D_TRILIST,
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PRIM3D_TRILIST,
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PRIM3D_TRILIST
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[GL_POINTS] = PRIM3D_POINTLIST,
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[GL_LINES] = PRIM3D_LINELIST,
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[GL_LINE_LOOP] = PRIM3D_LINELIST,
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[GL_LINE_STRIP] = PRIM3D_LINELIST,
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[GL_TRIANGLES] = PRIM3D_TRILIST,
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[GL_TRIANGLE_STRIP] = PRIM3D_TRILIST,
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[GL_TRIANGLE_FAN] = PRIM3D_TRILIST,
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[GL_QUADS] = PRIM3D_TRILIST,
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[GL_QUAD_STRIP] = PRIM3D_TRILIST,
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[GL_POLYGON] = PRIM3D_TRILIST,
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};
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#define RASTERIZE(x) intelRasterPrimitive( ctx, x, hw_prim[x] )
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@ -1043,16 +1043,16 @@ intelChooseRenderState(struct gl_context * ctx)
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}
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static const 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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[GL_POINTS] = GL_POINTS,
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[GL_LINES] = GL_LINES,
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[GL_LINE_LOOP] = GL_LINES,
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[GL_LINE_STRIP] = GL_LINES,
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[GL_TRIANGLES] = GL_TRIANGLES,
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[GL_TRIANGLE_STRIP] = GL_TRIANGLES,
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[GL_TRIANGLE_FAN] = GL_TRIANGLES,
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[GL_QUADS] = GL_TRIANGLES,
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[GL_QUAD_STRIP] = GL_TRIANGLES,
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[GL_POLYGON] = GL_TRIANGLES
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};
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