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

Henri Verbeet hverbeet at gmail.com
Wed Jun 3 09:44:13 CDT 2015

On 3 June 2015 at 16:27, Matteo Bruni <matteo.mystral at gmail.com> wrote:
> Right. The problem is that vs_compile_args isn't necessarily around
> (we might be reusing the previously selected vertex shader) and
> recomputing it just for this seemed a bit overkill. Any idea?
No particular good one. We could perhaps store it in struct
glsl_vs_program, but it would probably be only marginally better.

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