--- /dev/null
+/*
+ * Copyright © 2019 Collabora Ltd
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "nir.h"
+#include "nir_builder.h"
+
+/** nir_lower_point_size_mov.c
+ *
+ * This pass lowers glPointSize into gl_PointSize, by adding a uniform
+ * and a move from that uniform to VARYING_SLOT_PSIZ. This is useful for
+ * OpenGL ES level hardware that lack constant point-size hardware state.
+ */
+
+static bool
+lower_impl(nir_function_impl *impl,
+ const gl_state_index16 *pointsize_state_tokens)
+{
+ nir_shader *shader = impl->function->shader;
+ nir_builder b;
+ nir_variable *in, *out;
+
+ nir_builder_init(&b, impl);
+ b.cursor = nir_before_cf_list(&impl->body);
+
+ in = nir_variable_create(shader, nir_var_uniform,
+ glsl_float_type(), "gl_PointSizeClampedMESA");
+ in->num_state_slots = 1;
+ in->state_slots = ralloc_array(in, nir_state_slot, 1);
+ memcpy(in->state_slots[0].tokens,
+ pointsize_state_tokens,
+ sizeof(in->state_slots[0].tokens));
+
+ out = nir_variable_create(shader, nir_var_shader_out,
+ glsl_float_type(), "gl_PointSize");
+ out->data.location = VARYING_SLOT_PSIZ;
+
+ nir_copy_var(&b, out, in);
+
+ nir_metadata_preserve(impl, nir_metadata_block_index |
+ nir_metadata_dominance);
+ return true;
+}
+
+void
+nir_lower_point_size_mov(nir_shader *shader,
+ const gl_state_index16 *pointsize_state_tokens)
+{
+ lower_impl(nir_shader_get_entrypoint(shader), pointsize_state_tokens);
+}