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Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_draw.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_draw.c34
1 files changed, 31 insertions, 3 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_draw.c b/src/mesa/drivers/dri/i965/brw_draw.c
index 3ca953da37..7ab1ece263 100644
--- a/src/mesa/drivers/dri/i965/brw_draw.c
+++ b/src/mesa/drivers/dri/i965/brw_draw.c
@@ -194,6 +194,9 @@ static GLboolean check_fallbacks( struct brw_context *brw,
GLcontext *ctx = &brw->intel.ctx;
GLuint i;
+ /* If we don't require strict OpenGL conformance, never
+ * use fallbacks.
+ */
if (!brw->intel.strict_conformance)
return GL_FALSE;
@@ -230,13 +233,31 @@ static GLboolean check_fallbacks( struct brw_context *brw,
}
}
-
if (ctx->Point.SmoothFlag) {
for (i = 0; i < nr_prims; i++)
if (prim[i].mode == GL_POINTS)
return GL_TRUE;
}
+
+ /* BRW hardware doesn't handle GL_CLAMP texturing correctly;
+ * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP
+ * as GL_CLAMP_TO_EDGE instead. If we're using GL_CLAMP, and
+ * we want strict conformance, force the fallback.
+ * Right now, we only do this for 2D textures.
+ */
+ {
+ 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) {
+ return GL_TRUE;
+ }
+ }
+ }
+ }
+ /* Nothing stopping us from the fast path now */
return GL_FALSE;
}
@@ -261,11 +282,18 @@ static GLboolean brw_try_draw_prims( GLcontext *ctx,
if (ctx->NewState)
_mesa_update_state( ctx );
+ /* We have to validate the textures *before* checking for fallbacks;
+ * otherwise, the software fallback won't be able to rely on the
+ * texture state, the firstLevel and lastLevel fields won't be
+ * set in the intel texture object (they'll both be 0), and the
+ * software fallback will segfault if it attempts to access any
+ * texture level other than level 0.
+ */
+ brw_validate_textures( brw );
+
if (check_fallbacks(brw, prim, nr_prims))
return GL_FALSE;
- brw_validate_textures( brw );
-
/* Bind all inputs, derive varying and size information:
*/
brw_merge_inputs( brw, arrays );