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authorVladimir Dergachev <volodya@freedesktop.org>2005-01-31 06:41:55 +0000
committerVladimir Dergachev <volodya@freedesktop.org>2005-01-31 06:41:55 +0000
commite61c8a5c6305d67ede3f69fd3ac83b3d196908ff (patch)
tree2a8826073668bef6d4e01ee1b535ab2bd77324f1 /src/mesa/drivers/dri/r300/r300_render.c
parent9c1773e505307140f78eae139060feff09f9bc4f (diff)
Add magic sequence to prevent ClearBuffer from locking up.
Change Polygon.OffsetFill from fallback to warn once. Quake demo now works, modulo texture rendering issues due to absent pixel shader pipeline.
Diffstat (limited to 'src/mesa/drivers/dri/r300/r300_render.c')
-rw-r--r--src/mesa/drivers/dri/r300/r300_render.c5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/r300/r300_render.c b/src/mesa/drivers/dri/r300/r300_render.c
index f4596aad63..436b80bc83 100644
--- a/src/mesa/drivers/dri/r300/r300_render.c
+++ b/src/mesa/drivers/dri/r300/r300_render.c
@@ -213,7 +213,7 @@ static void r300_render_immediate_primitive(r300ContextPtr rmesa,
return;
}
/* A packet cannot have more than 16383 data words.. */
- if(((end-start)*8+4*rmesa->state.texture.tc_count)>16380){
+ if(((end-start)*4*rmesa->state.aos_count)>16380){
fprintf(stderr, "%s:%s: Too many vertices to paint. Fix me !\n");
return;
}
@@ -615,7 +615,8 @@ static void r300_check_render(GLcontext *ctx, struct tnl_pipeline_stage *stage)
FALLBACK_IF(ctx->Point.PointSprite); // GL_POINT_SPRITE_NV
FALLBACK_IF(ctx->Polygon.OffsetPoint); // GL_POLYGON_OFFSET_POINT
FALLBACK_IF(ctx->Polygon.OffsetLine); // GL_POLYGON_OFFSET_LINE
- FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL
+ //FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL
+ if(ctx->Polygon.OffsetFill)WARN_ONCE("Polygon.OffsetFill not implemented, ignoring\n");
FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH
FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE
//FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST