>>7
I looked a bit into D3D and the Windows Driver Model, and it doesn't support quads. It supports points, lines, line strips, triangles and triangle strips.
OpenGL does support quads and since the GPU guys implement both the user-mode ICD and the kernel mode crap, it's very possible they're implemented in hardware. I guess some shitty CAD program needs them to be fast. Also some old games, I recall Half-Life and Counter-Strike wallhacks using rendering primitive types to detect whether the game was drawing the world (GL_QUAD_STRIP or GL_POLYGON), flashbangs, smoke or the sky (GL_QUAD), or models (GL_TRIANGLE_STRIP or GL_TRIANGLE_FAN).
However IIRC they're going to get the axe in 3.x
In any case the rasterizer needs modernizations. Triangles are a very rudimentary solution to the problem, and when their average size starts approaching that of a single pixel, it's time to think deep and hard about it.