[PATCH 2/5] wined3d: Clamp per-vertex point size in vertex shaders.

Henri Verbeet hverbeet at gmail.com
Wed Jun 3 05:46:12 CDT 2015


On 2 June 2015 at 16:39, Matteo Bruni <mbruni at codeweavers.com> wrote:
> @@ -6711,7 +6721,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
>          WORD map = vshader->reg_maps.input_registers;
>          struct wined3d_string_buffer *tmp_name = string_buffer_get(&priv->string_buffers);
>
> -        reorder_shader_id = generate_param_reorder_function(priv, vshader, pshader, gl_info);
> +        reorder_shader_id = generate_param_reorder_function(priv, vshader, pshader,
> +                state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size, gl_info);
This works because "state->gl_primitive_type == GL_POINTS" is mirrored
in struct vs_compile_args, but it isn't necessarily very obvious or
pretty.



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