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authorVille Syrjälä <[email protected]>2015-03-23 14:47:31 +0200
committerIan Romanick <[email protected]>2015-10-06 11:16:19 -0700
commit00ee403883abedb966550d6ab50a1c1f6613175f (patch)
treef19962730f4c265ba78003449e6fa2c669b3e9c9 /src/mesa/drivers/dri/i915
parent0febd0ecfd1e2a36381ab7793811b9c7891ed82f (diff)
i915: Enable intel_render path for points
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. No apparent regressions on PNV in ES1 or ES2 conformance. Signed-off-by: Ville Syrjälä <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i915')
-rw-r--r--src/mesa/drivers/dri/i915/intel_render.c8
1 files 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 409760dc604..c1603565cc2 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
@@ -67,7 +65,7 @@
#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,
@@ -93,7 +91,7 @@ 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,