Re: [Mesa-dev] [PATCH 2/2] i965: Fix point size with tessellation/geometry shaders.

2016-06-02 Thread Ilia Mirkin
I don't think that's right. Have a look at my st/Mesa patch which fixed the same thing. The issue is that es2 always enables point size from shader, so you need to apply that sort of logic. However on desktop, you still have to respect the GL program point size setting. On Jun 2, 2016 12:26 AM,

[Mesa-dev] [PATCH 2/2] i965: Fix point size with tessellation/geometry shaders.

2016-06-01 Thread Kenneth Graunke
I believe we were using the state-based point size when either the tessellation evaluation or geometry shader, but the vertex shader didn't write it. If the last enabled stage writes it (corresponding to brw_vue_map_geom_out), we should use the shader's value, otherwise state. This should handle