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.
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@ -266,33 +266,6 @@ static void brw_merge_inputs( struct brw_context *brw,
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brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
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}
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/* XXX: could split the primitive list to fallback only on the
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* non-conformant primitives.
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*/
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static GLboolean check_fallbacks( struct brw_context *brw,
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const struct _mesa_prim *prim,
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GLuint nr_prims )
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{
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struct gl_context *ctx = &brw->intel.ctx;
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GLuint i;
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/* If we don't require strict OpenGL conformance, never
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* use fallbacks. If we're forcing fallbacks, always
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* use fallfacks.
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*/
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if (brw->intel.conformance_mode == 0)
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return GL_FALSE;
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if (ctx->Point.SmoothFlag) {
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for (i = 0; i < nr_prims; i++)
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if (prim[i].mode == GL_POINTS)
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return GL_TRUE;
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}
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/* Nothing stopping us from the fast path now */
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return GL_FALSE;
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}
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/* May fail if out of video memory for texture or vbo upload, or on
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* fallback conditions.
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*/
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@ -322,9 +295,6 @@ static GLboolean brw_try_draw_prims( struct gl_context *ctx,
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*/
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brw_validate_textures( brw );
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if (check_fallbacks(brw, prim, nr_prims))
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return GL_FALSE;
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/* Bind all inputs, derive varying and size information:
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*/
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brw_merge_inputs( brw, arrays );
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