mesa: gl_NumSamples should always be at least one
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@alum.mit.edu> Reviewed-by: Edward O`Callaghan <eocallaghan@alterapraxis.com> Reviewed-by: Neil Roberts <neil@linux.intel.com>
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@ -353,7 +353,7 @@ _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
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}
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return;
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case STATE_NUM_SAMPLES:
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((int *)value)[0] = _mesa_geometric_samples(ctx->DrawBuffer);
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((int *)value)[0] = MAX2(1, _mesa_geometric_samples(ctx->DrawBuffer));
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return;
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case STATE_DEPTH_RANGE:
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value[0] = ctx->ViewportArray[0].Near; /* near */
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