On Wed, Feb 22, 2012 at 12:24:11PM -0800, Eric Anholt wrote: > 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.
I tried it and it worked. This is so *cool*! Thanks for the nice tip. Will make a patch for that. Thanks, Yuanhan Liu _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev