diff options
author | Brian Paul <[email protected]> | 2014-04-15 09:28:16 -0700 |
---|---|---|
committer | Brian Paul <[email protected]> | 2014-04-17 11:29:32 -0700 |
commit | 0f5add19594e8ece38ff899cf8a100d855b6ee5a (patch) | |
tree | 3e7160dccc2d2b321834c50f2f80b42b2df393eb /src/gallium/drivers/svga/svga_context.c | |
parent | 7c7ab5434aee1a40d1252ca10ac90a70dfd62174 (diff) |
Revert "svga: add work-around for Sauerbraten Z fighting issue"
This reverts commit c875d6e57a817bb6a8163a8a98ebd2768ee91848.
Conflicts:
src/gallium/drivers/svga/svga_context.c
This work-around will no longer be needed after the next patch
which properly supports signed-byte vertex attributes.
Reviewed-by: Charmaine Lee <[email protected]>
Diffstat (limited to 'src/gallium/drivers/svga/svga_context.c')
-rw-r--r-- | src/gallium/drivers/svga/svga_context.c | 33 |
1 files changed, 0 insertions, 33 deletions
diff --git a/src/gallium/drivers/svga/svga_context.c b/src/gallium/drivers/svga/svga_context.c index 8389384307d..0ffff9c506b 100644 --- a/src/gallium/drivers/svga/svga_context.c +++ b/src/gallium/drivers/svga/svga_context.c @@ -25,13 +25,11 @@ #include "svga_cmd.h" -#include "os/os_process.h" #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "pipe/p_screen.h" #include "util/u_memory.h" #include "util/u_bitmask.h" -#include "util/u_string.h" #include "svga_context.h" #include "svga_screen.h" @@ -82,35 +80,6 @@ static void svga_destroy( struct pipe_context *pipe ) } -/** - * Check the process name to see if we're running with an app that - * needs any particular work-arounds. - */ -static void -check_for_workarounds(struct svga_context *svga) -{ - char name[1000]; - - if (!os_get_process_name(name, sizeof(name))) - return; - - if (util_strcmp(name, "sauer_client") == 0) { - /* - * Sauerbraten uses a two-pass rendering algorithm. The first pass - * draws a depth map. The second pass draws the colors. On the second - * pass we wind up using the swtnl path because the game tries to use - * a GLbyte[3] normal vector array (which the SVGA3D protocol does not - * support.) The vertices of the first and second passes don't quite - * match so we see some depth/Z-fighting issues. This work-around - * causes us to map GLbyte[3] to SVGA3D_DECLTYPE_UBYTE4N and avoid the - * swtnl path. Despite not correctly converting normal vectors from - * GLbyte[3] to float[4], the rendering looks OK. - */ - debug_printf("Enabling sauerbraten GLbyte[3] work-around\n"); - svga->workaround.use_decltype_ubyte4n = TRUE; - } -} - struct pipe_context *svga_context_create( struct pipe_screen *screen, void *priv ) @@ -187,8 +156,6 @@ struct pipe_context *svga_context_create( struct pipe_screen *screen, svga->dirty = ~0; - check_for_workarounds(svga); - return &svga->pipe; no_state: |