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authorBrian Paul <[email protected]>2014-04-15 09:28:16 -0700
committerBrian Paul <[email protected]>2014-04-17 11:29:32 -0700
commit0f5add19594e8ece38ff899cf8a100d855b6ee5a (patch)
tree3e7160dccc2d2b321834c50f2f80b42b2df393eb /src/gallium/drivers/svga/svga_context.c
parent7c7ab5434aee1a40d1252ca10ac90a70dfd62174 (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.c33
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;
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