It's done by testing the existence of the point sprite output register *after* parsing the vertex shader.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: David Heidelberg <david@ixit.cz>
Reviewed-by: Axel Davy <axel.davy@ens.fr>
Signed-off-by: Xavier Bouchoux <xavierb@gmail.com>
Cc: "10.4" <mesa-stable@lists.freedesktop.org>
ureg_property(tx->ureg, TGSI_PROPERTY_FS_COORD_PIXEL_CENTER, TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
}
- if (!ureg_dst_is_undef(tx->regs.oPts))
- info->point_size = TRUE;
-
while (!sm1_parse_eof(tx))
sm1_parse_instruction(tx);
tx->parse++; /* for byte_size */
ureg_END(tx->ureg);
+ if (IS_VS && !ureg_dst_is_undef(tx->regs.oPts))
+ info->point_size = TRUE;
+
if (debug_get_bool_option("NINE_TGSI_DUMP", FALSE)) {
unsigned count;
const struct tgsi_token *toks = ureg_get_tokens(tx->ureg, &count);