There are some really twitchy tests in ES1 (and possibly ES2)
conformance related to this.  Do any of those tests change with this commit?

On 03/23/2015 05:47 AM, [email protected] wrote:
> From: Ville Syrjälä <[email protected]>
> 
> The sub-pixel adjustment for points was killed off in
>  commit 60d762aa625095a8c1f9597d8530bb5a6fa61b4c
>  Author: Xiang, Haihao <[email protected]>
>  Date:   Wed Jan 2 11:38:51 2008 +0800
> 
>     i915: Needn't adjust pixel centers. fix #12944
> 
> so if we don't need it in intel_tris.c we don't need it in
> intel_render.c either, which means we can allow
> intel_render.c to render points.
> 
> Signed-off-by: Ville Syrjälä <[email protected]>
> ---
>  src/mesa/drivers/dri/i915/intel_render.c | 8 +++-----
>  1 file changed, 3 insertions(+), 5 deletions(-)
> 
> diff --git a/src/mesa/drivers/dri/i915/intel_render.c 
> b/src/mesa/drivers/dri/i915/intel_render.c
> index 65ecd05..ef1c718 100644
> --- a/src/mesa/drivers/dri/i915/intel_render.c
> +++ b/src/mesa/drivers/dri/i915/intel_render.c
> @@ -54,9 +54,7 @@
>   * dma buffers.  Use strip/fan hardware primitives where possible.
>   * Try to simulate missing primitives with indexed vertices.
>   */
> -#define HAVE_POINTS      0      /* Has it, but can't use because subpixel 
> has to
> -                                 * be adjusted for points on the INTEL/I845G
> -                                 */
> +#define HAVE_POINTS      1
>  #define HAVE_LINES       1
>  #define HAVE_LINE_STRIPS 1
>  #define HAVE_TRIANGLES   1
> @@ -70,7 +68,7 @@
>  #define HAVE_ELTS        0
>  
>  static const uint32_t hw_prim[GL_POLYGON + 1] = {
> -   [GL_POINTS] = 0,
> +   [GL_POINTS] = PRIM3D_POINTLIST,
>     [GL_LINES ] = PRIM3D_LINELIST,
>     [GL_LINE_LOOP] = PRIM3D_LINESTRIP,
>     [GL_LINE_STRIP] = PRIM3D_LINESTRIP,
> @@ -96,7 +94,7 @@ static const GLenum reduced_prim[GL_POLYGON + 1] = {
>  };
>  
>  static const int scale_prim[GL_POLYGON + 1] = {
> -   [GL_POINTS] = 0,             /* fallback case */
> +   [GL_POINTS] = 1,
>     [GL_LINES] = 1,
>     [GL_LINE_LOOP] = 2,
>     [GL_LINE_STRIP] = 2,
> 

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