diff options
author | Rune Petersen <[email protected]> | 2006-09-03 20:31:52 +0000 |
---|---|---|
committer | Rune Petersen <[email protected]> | 2006-09-03 20:31:52 +0000 |
commit | 5300e8242f118738d3df8d71ae8f53ab604957e6 (patch) | |
tree | 6d7a482920aa255102fa614ed569f2270749f73d /src/mesa | |
parent | 5b4e7cdca4be195bbce4620f26b8e7f644862b79 (diff) |
add missing change to skip low impact RAST fallback...
Sorry.
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/drivers/dri/r300/r300_render.c | 31 |
1 files changed, 17 insertions, 14 deletions
diff --git a/src/mesa/drivers/dri/r300/r300_render.c b/src/mesa/drivers/dri/r300/r300_render.c index c49567d69e9..39a9736057d 100644 --- a/src/mesa/drivers/dri/r300/r300_render.c +++ b/src/mesa/drivers/dri/r300/r300_render.c @@ -394,20 +394,23 @@ int r300Fallback(GLcontext *ctx) FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL FALLBACK_IF(ctx->Fog.Enabled); #endif - FALLBACK_IF(ctx->Polygon.OffsetPoint); // GL_POLYGON_OFFSET_POINT - FALLBACK_IF(ctx->Polygon.OffsetLine); // GL_POLYGON_OFFSET_LINE - //FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST - - //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 - - - FALLBACK_IF(ctx->Line.StippleFlag); - - /* HW doesnt appear to directly support these */ - FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH - FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH + + if(!r300->disable_lowimpact_fallback){ + FALLBACK_IF(ctx->Polygon.OffsetPoint); // GL_POLYGON_OFFSET_POINT + FALLBACK_IF(ctx->Polygon.OffsetLine); // GL_POLYGON_OFFSET_LINE + //FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST + + //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 + + FALLBACK_IF(ctx->Line.StippleFlag); + + /* HW doesnt appear to directly support these */ + FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH + 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 |