Konstantin f273c960c1 glamor: add gl_PointSize for ES shaders
GLES3.2 spec, page 126:
> The variable gl_PointSize is intended for a shader to write
> the size of the point to be rasterized. It is measured in pixels.
> If gl_PointSize is not written to, its value
> is undefined in subsequent pipe stages.

If glamor shader is use points, we should define gl_PointSize for GLES.
On Desktop GL, it "just work" due to default gl_PointSize is 1.

As @anholt requested, define this only for minimal amount of shaders
(point and glyphbit ones), to make sure than performance will not
affected

Reviewed-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Signed-off-by: Konstantin <ria.freelander@gmail.com>
2023-09-20 03:00:00 +00:00
2021-10-27 13:15:40 +03:00
2021-10-27 13:15:40 +03:00
2021-10-27 13:15:40 +03:00
2023-08-16 19:56:50 +00:00
2016-05-29 19:20:51 -07:00
2023-08-16 19:56:50 +00:00
2021-10-27 13:15:40 +03:00
2022-12-01 08:41:57 +00:00
2021-11-04 13:03:25 +00:00
2023-08-16 19:56:50 +00:00
2020-07-05 13:07:33 -07:00

X Server

The X server accepts requests from client applications to create windows, which are (normally rectangular) "virtual screens" that the client program can draw into.

Windows are then composed on the actual screen by the X server (or by a separate composite manager) as directed by the window manager, which usually communicates with the user via graphical controls such as buttons and draggable titlebars and borders.

For a comprehensive overview of X Server and X Window System, consult the following article: https://en.wikipedia.org/wiki/X_server

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Truly free fork of the XOrg project.
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