if (svga->curr.reduced_prim == PIPE_PRIM_POINTS) {
/* If the current prim type is POINTS and the current geometry shader
* emits wide points, transform the shader to emulate wide points using
if (svga->curr.reduced_prim == PIPE_PRIM_POINTS) {
/* If the current prim type is POINTS and the current geometry shader
* emits wide points, transform the shader to emulate wide points using