dEQP-GLES2.functional.rasterization.interpolation.projected.line_loop_wide
dEQP-GLES2.functional.rasterization.interpolation.projected.line_strip_wide
dEQP-GLES2.functional.rasterization.interpolation.projected.lines_wide
-dEQP-GLES2.functional.rasterization.limits.points
dEQP-GLES2.functional.shaders.texture_functions.fragment.texture2d_bias
dEQP-GLES2.functional.shaders.texture_functions.fragment.texture2dproj_vec3_bias
dEQP-GLES2.functional.shaders.texture_functions.fragment.texture2dproj_vec4_bias
dEQP-GLES2.functional.rasterization.interpolation.projected.line_loop_wide
dEQP-GLES2.functional.rasterization.interpolation.projected.line_strip_wide
dEQP-GLES2.functional.rasterization.interpolation.projected.lines_wide
-dEQP-GLES2.functional.rasterization.limits.points
dEQP-GLES3.functional.clipping.line.wide_line_clip_viewport_corner
dEQP-GLES3.functional.clipping.point.wide_point_clip_viewport_center
dEQP-GLES3.functional.clipping.triangle_vertex.clip_two.clip_neg_y_neg_z_and_neg_x_neg_y_pos_z
*/
#define LP_MAX_SETUP_VARIANTS 64
+/*
+ * Max point size reported. Cap vertex shader point sizes to this.
+ */
+#define LP_MAX_POINT_WIDTH 255.0f
#endif /* LP_LIMITS_H */
case PIPE_CAPF_MAX_POINT_WIDTH:
/* fall-through */
case PIPE_CAPF_MAX_POINT_WIDTH_AA:
- return 255.0; /* arbitrary */
+ return LP_MAX_POINT_WIDTH; /* arbitrary */
case PIPE_CAPF_MAX_TEXTURE_ANISOTROPY:
return 16.0; /* not actually signficant at this time */
case PIPE_CAPF_MAX_TEXTURE_LOD_BIAS:
/* x/y positions in fixed point */
const struct lp_setup_variant_key *key = &setup->setup.variant->key;
const int sizeAttr = setup->psize_slot;
- const float size
+ float size
= (setup->point_size_per_vertex && sizeAttr > 0) ? v0[sizeAttr][0]
: setup->point_size;
+ if (size > LP_MAX_POINT_WIDTH)
+ size = LP_MAX_POINT_WIDTH;
+
/* Yes this is necessary to accurately calculate bounding boxes
* with the two fill-conventions we support. GL (normally) ends
* up needing a bottom-left fill convention, which requires