+
+static boolean fse_run_linear_elts( struct draw_pt_middle_end *middle,
+ unsigned start,
+ unsigned count,
+ const ushort *draw_elts,
+ unsigned draw_count )
+{
+ struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
+ struct draw_context *draw = fse->draw;
+ char *hw_verts;
+
+ /* XXX: need to flush to get prim_vbuf.c to release its allocation??
+ */
+ draw_do_flush( draw, DRAW_FLUSH_BACKEND );
+
+ if (count >= UNDEFINED_VERTEX_ID)
+ return FALSE;
+
+ if (!draw->render->allocate_vertices( draw->render,
+ (ushort)fse->key.output_stride,
+ (ushort)count ))
+ return FALSE;
+
+ hw_verts = draw->render->map_vertices( draw->render );
+ if (!hw_verts)
+ return FALSE;
+
+ /* Single routine to fetch vertices, run shader and emit HW verts.
+ * Clipping is done elsewhere -- either by the API or on hardware,
+ * or for some other reason not required...
+ */
+ fse->active->run_linear( fse->active,
+ start, count,
+ hw_verts );
+
+
+ draw->render->draw( draw->render,
+ draw_elts,
+ draw_count );
+
+
+ draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
+
+ draw->render->release_vertices( draw->render );
+
+ return TRUE;
+}
+
+
+