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authorDaniel Borca <[email protected]>2004-12-17 08:08:37 +0000
committerDaniel Borca <[email protected]>2004-12-17 08:08:37 +0000
commit02978f109265f7a598a4a6a8d81d134d8308785e (patch)
treea560dcf501c8d56906500e4a190bc300058b0e6a /src/mesa/drivers
parent0d39c4ebc9a5558c6b7514e33297e14445c5853f (diff)
fxRasterPrimitive wasn't always receiving the reduced primitive
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/glide/fxtris.c31
1 files changed, 15 insertions, 16 deletions
diff --git a/src/mesa/drivers/glide/fxtris.c b/src/mesa/drivers/glide/fxtris.c
index f53c2b31d0f..a83596fba56 100644
--- a/src/mesa/drivers/glide/fxtris.c
+++ b/src/mesa/drivers/glide/fxtris.c
@@ -63,6 +63,19 @@ GLboolean fxMultipass_ColorSum (GLcontext *ctx, GLuint pass);
static void fxRasterPrimitive( GLcontext *ctx, GLenum prim );
static void fxRenderPrimitive( GLcontext *ctx, GLenum prim );
+static GLenum reduced_prim[GL_POLYGON+1] = {
+ GL_POINTS,
+ GL_LINES,
+ GL_LINES,
+ GL_LINES,
+ GL_TRIANGLES,
+ GL_TRIANGLES,
+ GL_TRIANGLES,
+ GL_TRIANGLES,
+ GL_TRIANGLES,
+ GL_TRIANGLES
+};
+
/***********************************************************************
* Macros for t_dd_tritmp.h to draw basic primitives *
***********************************************************************/
@@ -644,8 +657,8 @@ do { \
* Functions to draw basic unfilled primitives *
***********************************************************************/
-#define RASTERIZE(x) if (fxMesa->raster_primitive != x) \
- fxRasterPrimitive( ctx, x )
+#define RASTERIZE(x) if (fxMesa->raster_primitive != reduced_prim[x]) \
+ fxRasterPrimitive( ctx, reduced_prim[x] )
#define RENDER_PRIMITIVE fxMesa->render_primitive
#define IND FX_FALLBACK_BIT
#define TAG(x) x
@@ -1408,20 +1421,6 @@ static void fxRunPipeline( GLcontext *ctx )
}
-static GLenum reduced_prim[GL_POLYGON+1] = {
- GL_POINTS,
- GL_LINES,
- GL_LINES,
- GL_LINES,
- GL_TRIANGLES,
- GL_TRIANGLES,
- GL_TRIANGLES,
- GL_TRIANGLES,
- GL_TRIANGLES,
- GL_TRIANGLES
-};
-
-
/* Always called between RenderStart and RenderFinish --> We already
* hold the lock.