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.
This commit is contained in:
Eric Anholt 2011-05-25 12:59:25 -07:00
parent e9868979c5
commit 836a595594
1 changed files with 0 additions and 30 deletions

View File

@ -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 );