Reviewed-by: Edward O`Callaghan <[email protected]>
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 <[email protected]> --- 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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