wined3d: Remove point size scaling hack.
Not sure how this was supposed to work, according to the GL spec the clamping to POINT_SIZE_RANGE happens after the scaling is applied.
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@ -1507,40 +1507,11 @@ void state_pscale(struct wined3d_context *context, const struct wined3d_state *s
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if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
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{
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DWORD h = state->viewport.height;
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GLfloat scaleFactor;
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float scale_factor = state->viewport.height * state->viewport.height;
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if (pointSize.f < gl_info->limits.pointsize_min)
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{
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/* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
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* 0.0f. This means that OpenGL will clamp really small point sizes to the
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* driver minimum. To correct for this we need to multiply by the scale factor when sizes
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* are less than 1.0f. scale_factor = 1.0f / point_size.
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*/
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scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
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/* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
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* is 1.0, but then accepts points below that and draws too small points
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*/
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pointSize.f = gl_info->limits.pointsize_min;
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}
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else if(pointSize.f > gl_info->limits.pointsize_max)
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{
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/* gl already scales the input to glPointSize,
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* d3d scales the result after the point size scale.
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* If the point size is bigger than the max size, use the
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* scaling to scale it bigger, and set the gl point size to max
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*/
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scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
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TRACE("scale: %f\n", scaleFactor);
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pointSize.f = gl_info->limits.pointsize_max;
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} else {
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scaleFactor = 1.0f;
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}
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scaleFactor = powf(h * scaleFactor, 2);
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att[0] = A.f / scaleFactor;
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att[1] = B.f / scaleFactor;
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att[2] = C.f / scaleFactor;
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att[0] = A.f / scale_factor;
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att[1] = B.f / scale_factor;
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att[2] = C.f / scale_factor;
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}
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if (gl_info->supported[ARB_POINT_PARAMETERS])
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@ -1558,7 +1529,7 @@ void state_pscale(struct wined3d_context *context, const struct wined3d_state *s
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WARN("POINT_PARAMETERS not supported in this version of opengl\n");
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}
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gl_info->gl_ops.gl.p_glPointSize(pointSize.f);
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gl_info->gl_ops.gl.p_glPointSize(max(pointSize.f, FLT_MIN));
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checkGLcall("glPointSize(...);");
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}
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