Reviewed-by: Edward O`Callaghan <eocallag...@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 <imir...@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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