- r300ContextPtr r300 = R300_CONTEXT(ctx);
- int i;
-
- if (RADEON_DEBUG & DEBUG_STATE)
- fprintf(stderr, "%s\n", __FUNCTION__);
-
- /* We only support rendering in hardware for now */
- if (ctx->RenderMode != GL_RENDER) {
- stage->active = GL_FALSE;
- return;
- }
-
- // I failed to figure out how dither works in hardware,
- // let's just ignore it for now
- //FALLBACK_IF(ctx->Color.DitherFlag);
-
- /* I'm almost certain I forgot something here */
- #if 0 /* This should work now.. */
- FALLBACK_IF(ctx->Color.AlphaEnabled); // GL_ALPHA_TEST
- FALLBACK_IF(ctx->Color.BlendEnabled); // GL_BLEND
- #endif
- FALLBACK_IF(ctx->Fog.Enabled); // GL_FOG
- FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH
- FALLBACK_IF(ctx->Line.StippleFlag); // GL_LINE_STIPPLE
- FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH
- if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite)
- 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
- 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
- FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB