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authorStéphane Marchesin <[email protected]>2011-06-22 16:51:02 -0700
committerStéphane Marchesin <[email protected]>2011-06-22 16:51:02 -0700
commit98ce1373e47d05d7150933c391fdeddbc897a3cd (patch)
tree07e7e9b377d31cd37db3305eceb4384017e47185 /src/gallium
parent468c2c08414f0ad07e2c2c2a98506f6390124963 (diff)
i915g: Add draw point sprites.
It's not that much work; hopefully blend func separate also works and we get GL 2.0 for real.
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/i915/i915_context.c1
-rw-r--r--src/gallium/drivers/i915/i915_screen.c3
2 files changed, 2 insertions, 2 deletions
diff --git a/src/gallium/drivers/i915/i915_context.c b/src/gallium/drivers/i915/i915_context.c
index 7a98ef73c1f..0217db93e7a 100644
--- a/src/gallium/drivers/i915/i915_context.c
+++ b/src/gallium/drivers/i915/i915_context.c
@@ -173,6 +173,7 @@ i915_create_context(struct pipe_screen *screen, void *priv)
draw_install_aaline_stage(i915->draw, &i915->base);
draw_install_aapoint_stage(i915->draw, &i915->base);
+ draw_enable_point_sprites(i915->draw, TRUE);
/* augmented draw pipeline clobbers state functions */
i915_init_fixup_state_functions(i915);
diff --git a/src/gallium/drivers/i915/i915_screen.c b/src/gallium/drivers/i915/i915_screen.c
index ec070568f4e..874579d9b7a 100644
--- a/src/gallium/drivers/i915/i915_screen.c
+++ b/src/gallium/drivers/i915/i915_screen.c
@@ -109,6 +109,7 @@ i915_get_param(struct pipe_screen *screen, enum pipe_cap cap)
case PIPE_CAP_ANISOTROPIC_FILTER:
case PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE:
case PIPE_CAP_NPOT_TEXTURES:
+ case PIPE_CAP_POINT_SPRITE:
case PIPE_CAP_PRIMITIVE_RESTART: /* draw module */
case PIPE_CAP_TEXTURE_MIRROR_REPEAT:
case PIPE_CAP_TEXTURE_SHADOW_MAP:
@@ -118,8 +119,6 @@ i915_get_param(struct pipe_screen *screen, enum pipe_cap cap)
/* Features that should be supported (boolean caps). */
/* XXX: Just test the code */
case PIPE_CAP_BLEND_EQUATION_SEPARATE:
- /* XXX: No code but hw supports it */
- case PIPE_CAP_POINT_SPRITE:
/* Also lie about these when asked to (needed for GLSL / GL 2.0) */
return is->debug.lie ? 1 : 0;