/**
- * Create the sampler CSO that'll be used for antialiasing.
- * By using a mipmapped texture, we don't have to generate a different
- * texture image for each line size.
+ * Create the sampler CSO that'll be used for stippling.
*/
static boolean
pstip_create_sampler(struct pstip_stage *pstip)
/**
- * When we're about to draw our first AA line in a batch, this function is
- * called to tell the driver to bind our modified fragment shader.
+ * When we're about to draw our first stipple polygon in a batch, this function
+ * is called to tell the driver to bind our modified fragment shader.
*/
static boolean
bind_pstip_fragment_shader(struct pstip_stage *pstip)
}
-
static INLINE struct pstip_stage *
pstip_stage( struct draw_stage *stage )
{
}
-
-
-
static void
pstip_first_tri(struct draw_stage *stage, struct prim_header *header)
{
pstip->driver_bind_sampler_states(pipe, num_samplers, pstip->state.samplers);
pstip->driver_set_sampler_textures(pipe, num_samplers, pstip->state.textures);
- /* now really draw first line */
+ /* now really draw first triangle */
stage->tri = draw_pipe_passthrough_tri;
stage->tri(stage, header);
}
}
-
/**
- * Called by drivers that want to install this AA line prim stage
+ * Called by drivers that want to install this polygon stipple stage
* into the draw module's pipeline. This will not be used if the
- * hardware has native support for AA lines.
+ * hardware has native support for polygon stipple.
*/
boolean
draw_install_pstipple_stage(struct draw_context *draw,
pipe->draw = (void *) draw;
/*
- * Create / install AA line drawing / prim stage
+ * Create / install pgon stipple drawing / prim stage
*/
pstip = draw_pstip_stage( draw );
if (pstip == NULL)