Commit 5ffea6e5 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Honor the driver's min point size.

parent 0183f3e3
......@@ -641,6 +641,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
gl_info->max_pointsizemin = gl_floatv[0];
gl_info->max_pointsize = gl_floatv[1];
TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
......
......@@ -1312,14 +1312,18 @@ static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3
GLfloat scaleFactor;
float h = stateblock->viewport.Height;
if(pointSize.f < 1.0f) {
if(pointSize.f < GL_LIMITS(pointsizemin)) {
/*
* Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
* This means that OpenGL will clamp really small point sizes to 1.0f.
* To correct for this we need to multiply by the scale factor when sizes
* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
* 0.0f. This means that OpenGL will clamp really small point sizes to the
* driver minimum. To correct for this we need to multiply by the scale factor when sizes
* are less than 1.0f. scale_factor = 1.0f / point_size.
*/
scaleFactor = pointSize.f;
scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
/* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
* is 1.0, but then accepts points below that and draws too small points
*/
pointSize.f = GL_LIMITS(pointsizemin);
} else if(pointSize.f > GL_LIMITS(pointsize)) {
/* gl already scales the input to glPointSize,
* d3d scales the result after the point size scale.
......
......@@ -1137,6 +1137,7 @@ void (WINE_GLAPI *glVertex4s) (GLshort x, GLshort y, GLshort z, GLshort w);
void (WINE_GLAPI *glVertex4sv) (const GLshort* v);
void (WINE_GLAPI *glVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
void (WINE_GLAPI *glViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
void (WINE_GLAPI *glPointParameterfv) (GLenum pname, const GLfloat *params);
/* WGL functions */
HGLRC (WINAPI *pwglCreateContext)(HDC);
......@@ -1483,7 +1484,8 @@ BOOL (WINAPI *pwglShareLists)(HGLRC,HGLRC);
USE_GL_FUNC(glVertex4s) \
USE_GL_FUNC(glVertex4sv) \
USE_GL_FUNC(glVertexPointer) \
USE_GL_FUNC(glViewport)
USE_GL_FUNC(glViewport) \
USE_GL_FUNC(glPointParameterfv) \
#define WGL_FUNCS_GEN \
USE_WGL_FUNC(wglCreateContext) \
......@@ -3719,7 +3721,7 @@ typedef struct _WineD3D_GL_Info {
UINT max_clipplanes;
UINT max_texture_size;
UINT max_texture3d_size;
float max_pointsize;
float max_pointsize, max_pointsizemin;
UINT max_blends;
UINT max_anisotropy;
UINT max_aux_buffers;
......
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