c.prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
}
- /* Put dummy slots into the VUE for the SF to put the replaced
- * point sprite coords in. We shouldn't need these dummy slots,
- * which take up precious URB space, but it would mean that the SF
- * doesn't get nice aligned pairs of input coords into output
- * coords, which would be a pain to handle.
- */
- for (i = 0; i < 8; i++) {
- if (c.key.point_coord_replace & (1 << i))
- c.prog_data.outputs_written |= BITFIELD64_BIT(VERT_RESULT_TEX0 + i);
+ if (intel->gen < 6) {
+ /* Put dummy slots into the VUE for the SF to put the replaced
+ * point sprite coords in. We shouldn't need these dummy slots,
+ * which take up precious URB space, but it would mean that the SF
+ * doesn't get nice aligned pairs of input coords into output
+ * coords, which would be a pain to handle.
+ */
+ for (i = 0; i < 8; i++) {
+ if (c.key.point_coord_replace & (1 << i))
+ c.prog_data.outputs_written |= BITFIELD64_BIT(VERT_RESULT_TEX0 + i);
+ }
}
brw_compute_vue_map(brw, &c);
key.clamp_vertex_color = ctx->Light._ClampVertexColor;
/* _NEW_POINT */
- if (ctx->Point.PointSprite) {
+ if (intel->gen < 6 && ctx->Point.PointSprite) {
for (i = 0; i < 8; i++) {
if (ctx->Point.CoordReplace[i])
key.point_coord_replace |= (1 << i);