DRI_CONF_ARB_VERTEX_PROGRAM(true)
DRI_CONF_NV_VERTEX_PROGRAM(true)
DRI_CONF_SECTION_END
+ DRI_CONF_SECTION_DEBUG
+ DRI_CONF_NO_RAST(false)
+ DRI_CONF_SECTION_END
DRI_CONF_END;
-static const GLuint __driNConfigOptions = 5;
+static const GLuint __driNConfigOptions = 6;
#ifdef USE_NEW_INTERFACE
static PFNGLXCREATECONTEXTMODES create_context_modes = NULL;
(*mmesa->get_ust)( & mmesa->swap_ust );
+ if (driQueryOptionb(&mmesa->optionCache, "no_rast")) {
+ fprintf(stderr, "disabling 3D acceleration\n");
+ FALLBACK(mmesa->glCtx, MGA_FALLBACK_DISABLE, 1);
+ }
+
return GL_TRUE;
}
#define MGA_FALLBACK_STENCIL 0x20
#define MGA_FALLBACK_DEPTH 0x40
#define MGA_FALLBACK_BORDER_MODE 0x80
+#define MGA_FALLBACK_DISABLE 0x100
/* Use the templated vertex formats: