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authorKristian Høgsberg Kristensen <[email protected]>2016-03-04 22:07:02 -0800
committerKristian Høgsberg Kristensen <[email protected]>2016-03-05 13:54:24 -0800
commit30bbe28b7efc7e6b6fef78ac3233bb7485679d1e (patch)
tree6b7b405dcf91dd5d9efd0eb2d4bc70bacfcf779c /src/intel/vulkan/anv_private.h
parent6139fe9a7790e0946e465f275d3f530552edbcdc (diff)
anv: Always use point size from the shader
There is no API for setting the point size and the shader is always required to set it. Section 24.4: "If the value written to PointSize is less than or equal to zero, or if no value was written to PointSize, results are undefined." As such, we can just always program PointWidthSource to Vertex. This simplifies anv_pipeline a bit and avoids trouble when we enable the pipeline cache and don't have writes_point_size in the prog_data.
Diffstat (limited to 'src/intel/vulkan/anv_private.h')
-rw-r--r--src/intel/vulkan/anv_private.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/intel/vulkan/anv_private.h b/src/intel/vulkan/anv_private.h
index b112b457b99..8c3318816c6 100644
--- a/src/intel/vulkan/anv_private.h
+++ b/src/intel/vulkan/anv_private.h
@@ -1409,7 +1409,6 @@ struct anv_pipeline {
bool use_repclear;
- bool writes_point_size;
const struct brw_stage_prog_data * prog_data[MESA_SHADER_STAGES];
uint32_t scratch_start[MESA_SHADER_STAGES];
uint32_t total_scratch;