Modern GL specifications say that the point size should be 1.0 when
gl_PointSize is unwritten and the last enabled stage is a geometry
or tessellation shader. If it's a vertex shader, though, both the
GL specs and ES 3.0 spec say that it's undefined - so since Gen4-5
only support vertex shaders, there's no actual requirement to do this.
Since there is a cost associated (an extra dirty bit, which may cause
SF_STATE to be emitted more often), it may not be a good idea.
The real benefit is that it makes all generations behave identically.
And that seems somewhat nice...
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
point_sz = CLAMP(point_sz, 0.125f, 255.875f);
sf->sf7.point_size = U_FIXED(point_sz, 3);
- /* _NEW_PROGRAM | _NEW_POINT */
- sf->sf7.use_point_size_state = !(ctx->VertexProgram.PointSizeEnabled ||
- ctx->Point._Attenuated);
+ /* _NEW_PROGRAM | _NEW_POINT, BRW_NEW_VUE_MAP_GEOM_OUT */
+ sf->sf7.use_point_size_state = use_state_point_size(brw);
sf->sf7.aa_line_distance_mode = brw->is_g4x || brw->gen == 5;
/* might be BRW_NEW_PRIMITIVE if we have to adjust pv for polygons:
BRW_NEW_PROGRAM_CACHE |
BRW_NEW_SF_PROG_DATA |
BRW_NEW_SF_VP |
+ BRW_NEW_VUE_MAP_GEOM_OUT |
BRW_NEW_URB_FENCE,
},
.emit = upload_sf_unit,