On Tue, 21 Feb 2012 23:21:07 +0800, Liu Aleaxander <aleaxan...@gmail.com> wrote: > This patch(the way to fix this issue) is a little weird, as we already > fallbacked to swrast when handling gl_PointSize(in vertex shader). > Sounds that we didn't fallback enough;) This patch servers as fixing the > gl_PointSize issue on Pineview platform. > > Since the patch is a little weird, I thought a while for another fix: > get the point size at intelRenderStart() (or somewhere else before > vtbl.emit_state()) by reading the vertex program output. This is so > tricky that I droped this fix. > > Any better thoughts(or even fixes) are welcome and appreciate. > > This patch would fix piglit glsl-vs-point-size on Pineview(when the GL > version 2.0 requirement is removed).
It looks like to do this right in hardware, you just need to emit _TNL_ATTRIB_PSZ with S4_VFMT_POINT_WIDTH in i915ValidateFragmentProgram just before COLOR0.
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