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author | bunnei <bunneidev@gmail.com> | 2018-10-01 16:34:53 +0200 |
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committer | GitHub <noreply@github.com> | 2018-10-01 16:34:53 +0200 |
commit | 393042c09c38246a134cb89c077b19a409f3566e (patch) | |
tree | 133ad8f2af6ee491cadcfebfae10290a080b1c82 | |
parent | Merge pull request #1330 from raven02/tlds (diff) | |
parent | gl_rasterizer: Fixup unassigned point sizes (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 14d82a7bc..587d9dffb 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -909,7 +909,10 @@ void RasterizerOpenGL::SyncTransformFeedback() { void RasterizerOpenGL::SyncPointState() { const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; - state.point.size = regs.point_size; + // TODO(Rodrigo): Most games do not set a point size. I think this is a case of a + // register carrying a default value. For now, if the point size is zero, assume it's + // OpenGL's default (1). + state.point.size = regs.point_size == 0 ? 1 : regs.point_size; } } // namespace OpenGL |