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
*/
* - backend -- the vbuf_render provided by the driver.
*/
+ if (shading && !draw->use_pt_shaders)
+ return FALSE;
+
if (!cliptest && !pipeline && !shading) {
/* This is the 'passthrough' path: