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