diff options
author | Aapo Tahkola <aet@rasterburn.org> | 2005-02-19 03:04:08 +0000 |
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committer | Aapo Tahkola <aet@rasterburn.org> | 2005-02-19 03:04:08 +0000 |
commit | ff3ce3dd96376d61e245cb5c34d320128b8f95a8 (patch) | |
tree | d448b760c1d3dcb44ee04a9cca2ab9bc8a94bea2 | |
parent | 42896b2a18a89c74a2f95e491bed0b7352bef0aa (diff) |
Disabling some fallbacks as they cause misc programs not to start and adding some comments.
-rw-r--r-- | src/mesa/drivers/dri/r300/r300_render.c | 37 |
1 files changed, 22 insertions, 15 deletions
diff --git a/src/mesa/drivers/dri/r300/r300_render.c b/src/mesa/drivers/dri/r300/r300_render.c index 2a57828e05..771459a2ab 100644 --- a/src/mesa/drivers/dri/r300/r300_render.c +++ b/src/mesa/drivers/dri/r300/r300_render.c @@ -758,34 +758,41 @@ static void r300_check_render(GLcontext *ctx, struct tnl_pipeline_stage *stage) return; } - // I failed to figure out how dither works in hardware, - // let's just ignore it for now - //FALLBACK_IF(ctx->Color.DitherFlag); /* I'm almost certain I forgot something here */ -#if 0 /* This should work now.. */ +#if 0 /* These should work now.. */ + FALLBACK_IF(ctx->Color.DitherFlag); FALLBACK_IF(ctx->Color.AlphaEnabled); // GL_ALPHA_TEST FALLBACK_IF(ctx->Color.BlendEnabled); // GL_BLEND + FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL #endif - //FALLBACK_IF(ctx->Fog.Enabled); // GL_FOG disable as swtcl doesnt seem to support this - FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH - FALLBACK_IF(ctx->Line.StippleFlag); // GL_LINE_STIPPLE - FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH - if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) - FALLBACK_IF(ctx->Point.PointSprite); // GL_POINT_SPRITE_NV //FALLBACK_IF(ctx->Polygon.OffsetPoint); // GL_POLYGON_OFFSET_POINT //FALLBACK_IF(ctx->Polygon.OffsetLine); // GL_POLYGON_OFFSET_LINE - //FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL - //if(ctx->Polygon.OffsetFill)WARN_ONCE("Polygon.OffsetFill not implemented, ignoring\n"); - FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH - FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE //FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST + + //FALLBACK_IF(ctx->Fog.Enabled); // GL_FOG disable as swtcl doesnt seem to support this + //FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH disabling to get blender going + FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB +#if 0 /* ut2k3 fails to start if this is on */ /* One step at a time - let one texture pass.. */ for (i = 1; i < ctx->Const.MaxTextureUnits; i++) FALLBACK_IF(ctx->Texture.Unit[i].Enabled); - +#endif + + /* Assumed factor reg is found but pattern is still missing */ + //FALLBACK_IF(ctx->Line.StippleFlag); // GL_LINE_STIPPLE disabling to get blender going + + /* HW doesnt appear to directly support these */ + //FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH disabling to get blender going + FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH + /* Rest could be done with vertex fragments */ + if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) + FALLBACK_IF(ctx->Point.PointSprite); // GL_POINT_SPRITE_NV + //GL_POINT_DISTANCE_ATTENUATION_ARB + //GL_POINT_FADE_THRESHOLD_SIZE_ARB + /* let r300_run_render do its job */ #if 0 stage->active = GL_FALSE; |