- /* Fetch into our vertex buffer
- */
- draw_pt_fetch_run_linear( fpme->fetch,
- start,
- count,
- (char *)pipeline_verts );
-
- /* Run the shader, note that this overwrites the data[] parts of
- * the pipeline verts. If there is no shader, ie if
- * bypass_vs_clip_and_viewport, then the inputs == outputs, and are
- * already in the correct place.
- */
- if (opt & PT_SHADE)
- {
- shader->run_linear(shader,
- (const float (*)[4])pipeline_verts->data,
- ( float (*)[4])pipeline_verts->data,
- draw->pt.user.vs_constants,
- count,
- fpme->vertex_size,
- fpme->vertex_size);
-
- if (geometry_shader)
- draw_geometry_shader_run(geometry_shader,
- (const float (*)[4])pipeline_verts->data,
- ( float (*)[4])pipeline_verts->data,
- draw->pt.user.gs_constants,
- count,
- fpme->vertex_size,
- fpme->vertex_size);
- }
-
- if (draw_pt_post_vs_run( fpme->post_vs,
- pipeline_verts,
- count,
- fpme->vertex_size ))
- {
- opt |= PT_PIPELINE;
- }
+ prim_info.linear = FALSE;
+ prim_info.start = 0;
+ prim_info.count = draw_count;
+ prim_info.elts = draw_elts;
+ prim_info.prim = fpme->input_prim;
+ prim_info.flags = prim_flags;
+ prim_info.primitive_count = 1;
+ prim_info.primitive_lengths = &draw_count;