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authorEric Anholt <[email protected]>2011-05-25 12:59:25 -0700
committerEric Anholt <[email protected]>2011-06-03 16:03:18 -0700
commit836a595594a5500945c5d97d6f63c245ebbe34a8 (patch)
tree21c40a97995fb7e4d9523c6bbaa63f09215259f4 /src/mesa
parente9868979c5373501234392a38a786d5a92dc47b5 (diff)
i965: Drop remaining strict conformance fallback for GL_POINT_SMOOTH.
We actually could do this in hardware in the fragment shader using gl_PointCoord and the point's size.
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/brw_draw.c30
1 files changed, 0 insertions, 30 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_draw.c b/src/mesa/drivers/dri/i965/brw_draw.c
index 103c7740c8d..6144f0a2bce 100644
--- a/src/mesa/drivers/dri/i965/brw_draw.c
+++ b/src/mesa/drivers/dri/i965/brw_draw.c
@@ -266,33 +266,6 @@ static void brw_merge_inputs( struct brw_context *brw,
brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
}
-/* XXX: could split the primitive list to fallback only on the
- * non-conformant primitives.
- */
-static GLboolean check_fallbacks( struct brw_context *brw,
- const struct _mesa_prim *prim,
- GLuint nr_prims )
-{
- struct gl_context *ctx = &brw->intel.ctx;
- GLuint i;
-
- /* If we don't require strict OpenGL conformance, never
- * use fallbacks. If we're forcing fallbacks, always
- * use fallfacks.
- */
- if (brw->intel.conformance_mode == 0)
- return GL_FALSE;
-
- if (ctx->Point.SmoothFlag) {
- for (i = 0; i < nr_prims; i++)
- if (prim[i].mode == GL_POINTS)
- return GL_TRUE;
- }
-
- /* Nothing stopping us from the fast path now */
- return GL_FALSE;
-}
-
/* May fail if out of video memory for texture or vbo upload, or on
* fallback conditions.
*/
@@ -322,9 +295,6 @@ static GLboolean brw_try_draw_prims( struct gl_context *ctx,
*/
brw_validate_textures( brw );
- if (check_fallbacks(brw, prim, nr_prims))
- return GL_FALSE;
-
/* Bind all inputs, derive varying and size information:
*/
brw_merge_inputs( brw, arrays );