>> What if the PS doesn't use the point coordinate, e.g. to render solid >> points? >> >> I thought about that, but I don't think it's general enough. >> >> Could we make the blitter label texture coordinates properly? > > We could do that, but still most texcoord varyings from actual GLSL > shaders will end up with SEMANTIC_GENERIC, which will break if the > application is really using flatshading.
At least OpenGL ES would be covered in that case, as flat shading only exists in OpenGL ES 1 which has no shaders. I think it would be reasonable to re-emit the shader state (or maybe just the varyings) when the primitive type changes from points to non-points. It virtually never happens that the same shader combo is used for points and non-points. Wladimir _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev