On Fri, Apr 14, 2017 at 2:52 PM, Kyriazis, George
wrote:
> > > + /* work around the fact that poly stipple also affects lines */
> > > + /* and points, since we rasterize them as triangles, too */
> > > + /* Has to be before fragment shader, since it sets SWR_NEW_FS */
> > > + if (p_draw_i
On Apr 14, 2017, at 11:35 AM, Ilia Mirkin
mailto:imir...@alum.mit.edu>> wrote:
On Fri, Apr 14, 2017 at 11:18 AM, Ilia Mirkin
mailto:imir...@alum.mit.edu>> wrote:
On Thu, Apr 13, 2017 at 4:30 PM, George Kyriazis
mailto:george.kyria...@intel.com>> wrote:
Add polygon stipple functionality to the f
On Fri, Apr 14, 2017 at 11:18 AM, Ilia Mirkin wrote:
> On Thu, Apr 13, 2017 at 4:30 PM, George Kyriazis
> wrote:
>> Add polygon stipple functionality to the fragment shader.
>>
>> Explicitly turn off polygon stipple for lines and points, since we
>> do them using tris.
>> ---
>> src/gallium/driv
On Thu, Apr 13, 2017 at 4:30 PM, George Kyriazis
wrote:
> Add polygon stipple functionality to the fragment shader.
>
> Explicitly turn off polygon stipple for lines and points, since we
> do them using tris.
> ---
> src/gallium/drivers/swr/swr_context.h | 4 ++-
> src/gallium/drivers/swr/swr_s
Reviewed-by: Bruce Cherniak
> On Apr 13, 2017, at 3:30 PM, George Kyriazis
> wrote:
>
> Add polygon stipple functionality to the fragment shader.
>
> Explicitly turn off polygon stipple for lines and points, since we
> do them using tris.
> ---
> src/gallium/drivers/swr/swr_context.h | 4 ++
Add polygon stipple functionality to the fragment shader.
Explicitly turn off polygon stipple for lines and points, since we
do them using tris.
---
src/gallium/drivers/swr/swr_context.h | 4 ++-
src/gallium/drivers/swr/swr_shader.cpp | 56 ++
src/gallium/drivers