On Wed, Feb 22, 2012 at 12:24:11PM -0800, Eric Anholt wrote:
> On Tue, 21 Feb 2012 23:21:07 +0800, Liu Aleaxander
> 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 fa
On Tue, 21 Feb 2012 23:21:07 +0800, Liu Aleaxander 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
Sorry that I send the patch twice, the network connection here was
terrifying bad just now.
On 2/21/12, Liu Aleaxander 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 fallb
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
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