draw->vcache.vertex[i] = (struct vertex_header *)(tmp + i * size);
}
+ draw->shader_queue_flush = draw_vertex_shader_queue_flush;
+
draw->convert_wide_points = TRUE;
draw->convert_wide_lines = TRUE;
if (flags >= DRAW_FLUSH_SHADER_QUEUE) {
if (draw->vs.queue_nr)
- draw_vertex_shader_queue_flush(draw);
+ (*draw->shader_queue_flush)(draw);
if (flags >= DRAW_FLUSH_PRIM_QUEUE) {
if (draw->pq.queue_nr)
unsigned queue_nr;
} vs;
+ /**
+ * Run the vertex shader on all vertices in the vertex queue.
+ */
+ void (*shader_queue_flush)(struct draw_context *draw);
+
/* Prim pipeline queue:
*/
struct {