On Fri, Apr 14, 2017 at 2:52 PM, Kyriazis, George <george.kyria...@intel.com> 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_info) { > > > + bool new_prim_is_poly = (u_reduced_prim(p_draw_info->mode) == > > > PIPE_PRIM_TRIANGLES); > > > > What about glPolygonMode and what about geometry shaders that take in > > e.g. points and put out triangles? Perhaps you need to pass in a "is > > this *really* a triangle" parameter to the shader generated by the > > rasterizer. > > > > > > Actually the GS thing won't happen since polygon stippling is a > > compat-only feature and we don't support GS in compat profiles. You do > > need to check that the polymode == FILL here though. > > Well, currently we don’t have a working polygon mode. Once we implement it, > then we’ll look at stipple at that time.
Ah, indeed you don't. I thought you at least handled it when front == back, but I was mistaken. Cheers, -ilia _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev