draw->use_sse = FALSE;
#endif
- draw->use_pt_shaders = GETENV( "GALLIUM_PT_SHADERS" ) != NULL;
-
/* create pipeline stages */
draw->pipeline.wide_line = draw_wide_line_stage( draw );
draw->pipeline.wide_point = draw_wide_point_stage( draw );
boolean line_stipple; /**< do line stipple? */
boolean point_sprite; /**< convert points to quads for sprites? */
boolean use_sse;
- boolean use_pt_shaders; /* temporary flag to switch on pt shader paths */
/* If a prim stage introduces new vertex attributes, they'll be stored here
*/
if (!draw->rasterizer->bypass_vs) {
opt |= PT_SHADE;
-
- if (!draw->use_pt_shaders)
- return FALSE;
}