[Mesa-dev] [PATCH 1/4] mesa: gl_NumSamples should always be at least one
eocallaghan at alterapraxis.com
eocallaghan at alterapraxis.com
Thu Feb 18 06:28:43 UTC 2016
Reviewed-by: Edward O`Callaghan <eocallaghan at alterapraxis.com>
I had the same issue also.
On 2016-02-16 17:31, Ilia Mirkin wrote:
> From ARB_sample_shading:
>
> "gl_NumSamples is the total number of samples in the framebuffer,
> or one if rendering to a non-multisample framebuffer"
>
> So make sure to always pass in at least 1.
>
> Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
> ---
> src/mesa/program/prog_statevars.c | 2 +-
> 1 file changed, 1 insertion(+), 1 deletion(-)
>
> diff --git a/src/mesa/program/prog_statevars.c
> b/src/mesa/program/prog_statevars.c
> index eed2412..489f75f 100644
> --- a/src/mesa/program/prog_statevars.c
> +++ b/src/mesa/program/prog_statevars.c
> @@ -353,7 +353,7 @@ _mesa_fetch_state(struct gl_context *ctx, const
> gl_state_index state[],
> }
> return;
> case STATE_NUM_SAMPLES:
> - ((int *)value)[0] = _mesa_geometric_samples(ctx->DrawBuffer);
> + ((int *)value)[0] = MAX2(1,
> _mesa_geometric_samples(ctx->DrawBuffer));
> return;
> case STATE_DEPTH_RANGE:
> value[0] = ctx->ViewportArray[0].Near; /* near
> */
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