Disabling some fallbacks as they cause misc programs not to start and adding some comments.
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@@ -758,34 +758,41 @@ static void r300_check_render(GLcontext *ctx, struct tnl_pipeline_stage *stage)
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return;
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}
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// I failed to figure out how dither works in hardware,
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// let's just ignore it for now
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//FALLBACK_IF(ctx->Color.DitherFlag);
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/* I'm almost certain I forgot something here */
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#if 0 /* This should work now.. */
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#if 0 /* These should work now.. */
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FALLBACK_IF(ctx->Color.DitherFlag);
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FALLBACK_IF(ctx->Color.AlphaEnabled); // GL_ALPHA_TEST
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FALLBACK_IF(ctx->Color.BlendEnabled); // GL_BLEND
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FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL
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#endif
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//FALLBACK_IF(ctx->Fog.Enabled); // GL_FOG disable as swtcl doesnt seem to support this
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FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH
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FALLBACK_IF(ctx->Line.StippleFlag); // GL_LINE_STIPPLE
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FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH
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if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite)
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FALLBACK_IF(ctx->Point.PointSprite); // GL_POINT_SPRITE_NV
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//FALLBACK_IF(ctx->Polygon.OffsetPoint); // GL_POLYGON_OFFSET_POINT
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//FALLBACK_IF(ctx->Polygon.OffsetLine); // GL_POLYGON_OFFSET_LINE
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//FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL
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//if(ctx->Polygon.OffsetFill)WARN_ONCE("Polygon.OffsetFill not implemented, ignoring\n");
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FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH
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FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE
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//FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST
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//FALLBACK_IF(ctx->Fog.Enabled); // GL_FOG disable as swtcl doesnt seem to support this
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//FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH disabling to get blender going
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FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE
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FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB
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#if 0 /* ut2k3 fails to start if this is on */
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/* One step at a time - let one texture pass.. */
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for (i = 1; i < ctx->Const.MaxTextureUnits; i++)
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FALLBACK_IF(ctx->Texture.Unit[i].Enabled);
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#endif
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/* Assumed factor reg is found but pattern is still missing */
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//FALLBACK_IF(ctx->Line.StippleFlag); // GL_LINE_STIPPLE disabling to get blender going
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/* HW doesnt appear to directly support these */
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//FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH disabling to get blender going
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FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH
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/* Rest could be done with vertex fragments */
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if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite)
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FALLBACK_IF(ctx->Point.PointSprite); // GL_POINT_SPRITE_NV
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//GL_POINT_DISTANCE_ATTENUATION_ARB
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//GL_POINT_FADE_THRESHOLD_SIZE_ARB
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/* let r300_run_render do its job */
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#if 0
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stage->active = GL_FALSE;
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