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authorIago Toral Quiroga <[email protected]>2019-07-31 09:50:34 +0200
committerIago Toral Quiroga <[email protected]>2019-08-13 09:44:54 +0200
commit3539bd63dd04209317fb158b270033f32f75dcc4 (patch)
tree5c7236d74c29f5146f228ee20a32dce619bf435a /src/broadcom
parent48f5c34301e9f03a18b928251180c82b8c7571d1 (diff)
v3d: clamp gl_PointSize to a minimum of 1.0
The OpenGL ES spec requires that the value of gl_PointSize is clamped to an implementation-dependent range matching what is advertised by GL_ALIASED_POINT_SIZE_RANGE. For V3D this is [1.0, 512.0], but the hardware won't clamp to the minimum side of the range and won't render points with a size strictly smaller than 1.0 either, so we need to clamp manually. For points larger than the maximum size of the range the hardware clamps automatically. Fixes piglit test: spec/!opengl 2.0/vs-point_size-zero Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/broadcom')
-rw-r--r--src/broadcom/compiler/vir.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c
index eed3fc18b12..78362a2949c 100644
--- a/src/broadcom/compiler/vir.c
+++ b/src/broadcom/compiler/vir.c
@@ -758,6 +758,11 @@ v3d_nir_lower_vs_early(struct v3d_compile *c)
NIR_PASS_V(c->s, nir_lower_global_vars_to_local);
v3d_optimize_nir(c->s);
NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in);
+
+ /* This must go before nir_lower_io */
+ if (c->vs_key->per_vertex_point_size)
+ NIR_PASS_V(c->s, nir_lower_point_size, 1.0f, 0.0f);
+
NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
type_size_vec4,
(nir_lower_io_options)0);