softpipe->quad.shade->destroy( softpipe->quad.shade );
softpipe->quad.depth_test->destroy( softpipe->quad.depth_test );
softpipe->quad.blend->destroy( softpipe->quad.blend );
+ softpipe->quad.pstipple->destroy( softpipe->quad.pstipple );
for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
sp_destroy_tile_cache(softpipe->cbuf_cache[i]);
softpipe->quad.shade = sp_quad_shade_stage(softpipe);
softpipe->quad.depth_test = sp_quad_depth_test_stage(softpipe);
softpipe->quad.blend = sp_quad_blend_stage(softpipe);
+ softpipe->quad.pstipple = sp_quad_polygon_stipple_stage(softpipe);
/*
draw_install_aapoint_stage(softpipe->draw, &softpipe->pipe);
/* Do polygon stipple w/ texture map + frag prog? */
+#if DO_PSTIPPLE_IN_DRAW_MODULE
draw_install_pstipple_stage(softpipe->draw, &softpipe->pipe);
+#endif
sp_init_surface_functions(softpipe);
#include "sp_quad_pipe.h"
+/** Do polygon stipple in the driver here, or in the draw module? */
+#define DO_PSTIPPLE_IN_DRAW_MODULE 1
+
+
struct softpipe_vbuf_render;
struct draw_context;
struct draw_stage;
struct quad_stage *shade;
struct quad_stage *depth_test;
struct quad_stage *blend;
+ struct quad_stage *pstipple;
struct quad_stage *first; /**< points to one of the above stages */
} quad;
sp_push_quad_first( sp, sp->quad.depth_test );
sp_push_quad_first( sp, sp->quad.shade );
}
+
+#if !DO_PSTIPPLE_IN_DRAW_MODULE
+ if (sp->rasterizer->poly_stipple_enable)
+ sp_push_quad_first( sp, sp->quad.pstipple );
+#endif
}