svga: fix aa point
Use in_prim from current geometry shader to check for point prim type when determine if aa point is enabled or not. Reviewed-by: Neha Bhende <bhenden@vmware.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16598>
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@ -169,14 +169,16 @@ make_fs_key(const struct svga_context *svga,
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key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
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prim_mode == PIPE_PRIM_TRIANGLES);
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key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
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prim_mode == PIPE_PRIM_POINTS &&
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(svga->curr.rast->pointsize > 1.0 ||
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shader->info.writes_psize));
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if (svga->curr.gs) {
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key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
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shader->info.gs.in_prim == PIPE_PRIM_POINTS &&
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(svga->curr.rast->pointsize > 1.0 ||
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shader->info.writes_psize));
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if (key->fs.aa_point && svga->curr.gs) {
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assert(svga->curr.gs->aa_point_coord_index != -1);
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key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
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if (key->fs.aa_point) {
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assert(svga->curr.gs->aa_point_coord_index != -1);
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key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
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}
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}
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}
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