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authorRobert Ellison <[email protected]>2009-03-04 16:48:51 -0700
committerRobert Ellison <[email protected]>2009-03-04 16:59:00 -0700
commit34683150878e0af0859c94d0c1f0c4bf8395b042 (patch)
tree668c22346796f50b2aae8782d21111eeb43574c6 /src/mesa/drivers/dri/i965/brw_draw.c
parent1281bac3ba8e4870e9d9e78d405a347bc02c4c16 (diff)
i965: add software fallback for conformant 3D textures and GL_CLAMP
The i965 hardware cannot do GL_CLAMP behavior on textures; an earlier commit forced a software fallback if strict conformance was required (i.e. the INTEL_STRICT_CONFORMANCE environment variable was set) and 2D textures were used, but it was somewhat flawed - it could trigger the software fallback even if 2D textures weren't enabled, as long as one texture unit was enabled. This fixes that, and adds software fallback for GL_CLAMP behavior with 1D and 3D textures. It also adds support for a particular setting of the INTEL_STRICT_CONFORMANCE environment variable, which forces software fallbacks to be taken *all* the time. This is helpful with debugging. The value is: export INTEL_STRICT_CONFORMANCE=2
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_draw.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_draw.c29
1 files changed, 24 insertions, 5 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_draw.c b/src/mesa/drivers/dri/i965/brw_draw.c
index 7ab1ece2630..0b649994377 100644
--- a/src/mesa/drivers/dri/i965/brw_draw.c
+++ b/src/mesa/drivers/dri/i965/brw_draw.c
@@ -195,11 +195,15 @@ static GLboolean check_fallbacks( struct brw_context *brw,
GLuint i;
/* If we don't require strict OpenGL conformance, never
- * use fallbacks.
+ * use fallbacks. If we're forcing fallbacks, always
+ * use fallfacks.
*/
- if (!brw->intel.strict_conformance)
+ if (brw->intel.conformance_mode == 0)
return GL_FALSE;
+ if (brw->intel.conformance_mode == 2)
+ return GL_TRUE;
+
if (ctx->Polygon.SmoothFlag) {
for (i = 0; i < nr_prims; i++)
if (reduced_prim[prim[i].mode] == GL_TRIANGLES)
@@ -248,10 +252,25 @@ static GLboolean check_fallbacks( struct brw_context *brw,
{
int u;
for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
- if (ctx->Texture.Unit[u].Enabled) {
- if (ctx->Texture.Unit[u].CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP ||
- ctx->Texture.Unit[u].CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
+ if (texUnit->Enabled) {
+ if (texUnit->Enabled & TEXTURE_1D_BIT) {
+ if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) {
+ return GL_TRUE;
+ }
+ }
+ if (texUnit->Enabled & TEXTURE_2D_BIT) {
+ if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP ||
+ texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) {
+ return GL_TRUE;
+ }
+ }
+ if (texUnit->Enabled & TEXTURE_3D_BIT) {
+ if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP ||
+ texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP ||
+ texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) {
return GL_TRUE;
+ }
}
}
}