Commit 3cca86b5 by Geoff Lang

Revert "Enable point sprites in StateManagerGL."

Failures on AMD and Intel bots. This reverts commit e1bb74e7. Change-Id: I8ae50bcf9ca365969f5231105fadc28f843aa527 Reviewed-on: https://chromium-review.googlesource.com/287854Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Tested-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent 45870c77
...@@ -100,20 +100,6 @@ StateManagerGL::StateManagerGL(const FunctionsGL *functions, const gl::Caps &ren ...@@ -100,20 +100,6 @@ StateManagerGL::StateManagerGL(const FunctionsGL *functions, const gl::Caps &ren
mFramebuffers[GL_READ_FRAMEBUFFER] = 0; mFramebuffers[GL_READ_FRAMEBUFFER] = 0;
mFramebuffers[GL_DRAW_FRAMEBUFFER] = 0; mFramebuffers[GL_DRAW_FRAMEBUFFER] = 0;
// Initialize point sprite state for desktop GL
if (mFunctions->standard == STANDARD_GL_DESKTOP)
{
mFunctions->enable(GL_PROGRAM_POINT_SIZE);
// GL_POINT_SPRITE was deprecated in the core profile. Point rasterization is always
// performed
// as though POINT_SPRITE were enabled.
if ((mFunctions->profile & GL_CONTEXT_CORE_PROFILE_BIT) == 0)
{
mFunctions->enable(GL_POINT_SPRITE);
}
}
} }
void StateManagerGL::deleteProgram(GLuint program) void StateManagerGL::deleteProgram(GLuint program)
......
...@@ -429,7 +429,6 @@ ...@@ -429,7 +429,6 @@
#define GL_MAX_VERTEX_ATTRIBS 0x8869 #define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
#define GL_POINT_SPRITE 0x8861
#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 #define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
#define GL_SAMPLER_1D 0x8B5D #define GL_SAMPLER_1D 0x8B5D
#define GL_SAMPLER_1D_SHADOW 0x8B61 #define GL_SAMPLER_1D_SHADOW 0x8B61
......
...@@ -226,21 +226,8 @@ void GenerateCaps(const FunctionsGL *functions, gl::Caps *caps, gl::TextureCapsM ...@@ -226,21 +226,8 @@ void GenerateCaps(const FunctionsGL *functions, gl::Caps *caps, gl::TextureCapsM
caps->maxViewportWidth = QueryGLIntRange(functions, GL_MAX_VIEWPORT_DIMS, 0); // GL 1.0 / ES 2.0 caps->maxViewportWidth = QueryGLIntRange(functions, GL_MAX_VIEWPORT_DIMS, 0); // GL 1.0 / ES 2.0
caps->maxViewportHeight = QueryGLIntRange(functions, GL_MAX_VIEWPORT_DIMS, 1); // GL 1.0 / ES 2.0 caps->maxViewportHeight = QueryGLIntRange(functions, GL_MAX_VIEWPORT_DIMS, 1); // GL 1.0 / ES 2.0
caps->minAliasedPointSize = QueryGLFloatRange(functions, GL_ALIASED_POINT_SIZE_RANGE, 0);
if (functions->standard == STANDARD_GL_DESKTOP && caps->maxAliasedPointSize = QueryGLFloatRange(functions, GL_ALIASED_POINT_SIZE_RANGE, 1);
(functions->profile & GL_CONTEXT_CORE_PROFILE_BIT) != 0)
{
// Desktop GL core profile deprecated the GL_ALIASED_POINT_SIZE_RANGE query. Use
// GL_POINT_SIZE_RANGE instead.
caps->minAliasedPointSize = QueryGLFloatRange(functions, GL_POINT_SIZE_RANGE, 0);
caps->maxAliasedPointSize = QueryGLFloatRange(functions, GL_POINT_SIZE_RANGE, 1);
}
else
{
caps->minAliasedPointSize = QueryGLFloatRange(functions, GL_ALIASED_POINT_SIZE_RANGE, 0);
caps->maxAliasedPointSize = QueryGLFloatRange(functions, GL_ALIASED_POINT_SIZE_RANGE, 1);
}
caps->minAliasedLineWidth = QueryGLFloatRange(functions, GL_ALIASED_LINE_WIDTH_RANGE, 0); // GL 1.2 / ES 2.0 caps->minAliasedLineWidth = QueryGLFloatRange(functions, GL_ALIASED_LINE_WIDTH_RANGE, 0); // GL 1.2 / ES 2.0
caps->maxAliasedLineWidth = QueryGLFloatRange(functions, GL_ALIASED_LINE_WIDTH_RANGE, 1); // GL 1.2 / ES 2.0 caps->maxAliasedLineWidth = QueryGLFloatRange(functions, GL_ALIASED_LINE_WIDTH_RANGE, 1); // GL 1.2 / ES 2.0
......
...@@ -431,12 +431,4 @@ TEST_P(PointSpritesTest, PointSizeDeclaredButUnused) ...@@ -431,12 +431,4 @@ TEST_P(PointSpritesTest, PointSizeDeclaredButUnused)
// We test on D3D11 9_3 because the existing D3D11 PointSprite implementation // We test on D3D11 9_3 because the existing D3D11 PointSprite implementation
// uses Geometry Shaders which are not supported for 9_3. // uses Geometry Shaders which are not supported for 9_3.
// D3D9 and D3D11 are also tested to ensure no regressions. // D3D9 and D3D11 are also tested to ensure no regressions.
ANGLE_INSTANTIATE_TEST(PointSpritesTest, ANGLE_INSTANTIATE_TEST(PointSpritesTest, ES2_D3D9(), ES2_D3D11(), ES2_D3D11_FL9_3());
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGL(3, 1),
ES2_OPENGL(3, 2),
ES2_OPENGL(3, 3));
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