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,
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