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authorRune Petersen <[email protected]>2006-09-03 20:31:52 +0000
committerRune Petersen <[email protected]>2006-09-03 20:31:52 +0000
commit5300e8242f118738d3df8d71ae8f53ab604957e6 (patch)
tree6d7a482920aa255102fa614ed569f2270749f73d /src
parent5b4e7cdca4be195bbce4620f26b8e7f644862b79 (diff)
add missing change to skip low impact RAST fallback...
Sorry.
Diffstat (limited to 'src')
-rw-r--r--src/mesa/drivers/dri/r300/r300_render.c31
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