if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
return TRUE;
+ /* sprite points */
+ if (rasterizer->point_quad_rasterization
+ && draw->pipeline.wide_point_sprites)
+ return TRUE;
+
/* AA points */
if (rasterizer->point_smooth && draw->pipeline.aapoint)
return TRUE;
wide_points = FALSE;
else if (rast->point_size > draw->pipeline.wide_point_threshold)
wide_points = TRUE;
+ else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
+ wide_points = TRUE;
else
wide_points = FALSE;