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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