The current code would ignore the point size specified by gl_PointSize
builtin variable in vertex shader on Pineview. This patch servers as
fixing that.
This patch fixes the following issues on Pineview:
webglc: https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/tests/conformance/rendering/point-size.html
piglit: glsl-vs-point-size
NOTE: This is a candidate for stable release branches.
v2: pick Eric's nice tip for fixing this issue in hardware rendering.
v3: the last arg of EMIT_ATTR specify the size in _byte_. (Eric)
Signed-off-by: Yuanhan Liu <yuanhan.liu@linux.intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
EMIT_ATTR(_TNL_ATTRIB_POS, EMIT_3F_VIEWPORT, S4_VFMT_XYZ, 12);
}
+ /* Handle gl_PointSize builtin var here */
+ if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled)
+ EMIT_ATTR(_TNL_ATTRIB_POINTSIZE, EMIT_1F, S4_VFMT_POINT_WIDTH, 4);
+
if (inputsRead & FRAG_BIT_COL0) {
intel->coloroffset = offset / 4;
EMIT_ATTR(_TNL_ATTRIB_COLOR0, EMIT_4UB_4F_BGRA, S4_VFMT_COLOR, 4);