const struct vertex_header *v1 )
{
uint attr;
- for (attr = 0; attr < draw->vs.num_vs_outputs; attr++) {
+ int num_outputs = draw_current_shader_outputs(draw);
+ for (attr = 0; attr < num_outputs; attr++) {
const float *val0 = v0->data[attr];
const float *val1 = v1->data[attr];
float *newv = dst->data[attr];
struct stipple_stage *stipple = stipple_stage(stage);
struct vertex_header *v0 = header->v[0];
struct vertex_header *v1 = header->v[1];
- const unsigned pos = stage->draw->vs.position_output;
+ const unsigned pos = draw_current_shader_position_output(stage->draw);
const float *pos0 = v0->data[pos];
const float *pos1 = v1->data[pos];
float start = 0;
struct draw_stage *draw_stipple_stage( struct draw_context *draw )
{
struct stipple_stage *stipple = CALLOC_STRUCT(stipple_stage);
-
- draw_alloc_temp_verts( &stipple->stage, 2 );
+ if (stipple == NULL)
+ goto fail;
stipple->stage.draw = draw;
+ stipple->stage.name = "stipple";
stipple->stage.next = NULL;
stipple->stage.point = stipple_reset_point;
stipple->stage.line = stipple_first_line;
stipple->stage.flush = stipple_flush;
stipple->stage.destroy = stipple_destroy;
+ if (!draw_alloc_temp_verts( &stipple->stage, 2 ))
+ goto fail;
+
return &stipple->stage;
+
+fail:
+ if (stipple)
+ stipple->stage.destroy( &stipple->stage );
+
+ return NULL;
}