ws == PIPE_TEX_WRAP_CLAMP_TO_BORDER ||
wt == PIPE_TEX_WRAP_CLAMP_TO_BORDER ||
wr == PIPE_TEX_WRAP_CLAMP_TO_BORDER)) {
- if (i915->strict_conformance) {
+ if (i915->conformance_mode > 0) {
assert(0);
/* sampler->fallback = true; */
/* TODO */
intel->draw_tri = intel_fallback_tri;
if (flags & DD_TRI_SMOOTH) {
- if (intel->strict_conformance)
+ if (intel->conformance_mode > 0)
intel->draw_tri = intel_fallback_tri;
}
}
if (flags & DD_POINT_SMOOTH) {
- if (intel->strict_conformance)
+ if (intel->conformance_mode > 0)
intel->draw_point = intel_fallback_point;
}
GLuint i;
/* If we don't require strict OpenGL conformance, never
- * use fallbacks.
+ * use fallbacks. If we're forcing fallbacks, always
+ * use fallfacks.
*/
- if (!brw->intel.strict_conformance)
+ if (brw->intel.conformance_mode == 0)
return GL_FALSE;
+ if (brw->intel.conformance_mode == 2)
+ return GL_TRUE;
+
if (ctx->Polygon.SmoothFlag) {
for (i = 0; i < nr_prims; i++)
if (reduced_prim[prim[i].mode] == GL_TRIANGLES)
{
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) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
+ if (texUnit->Enabled) {
+ if (texUnit->Enabled & TEXTURE_1D_BIT) {
+ if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) {
+ return GL_TRUE;
+ }
+ }
+ if (texUnit->Enabled & TEXTURE_2D_BIT) {
+ if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP ||
+ texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) {
+ return GL_TRUE;
+ }
+ }
+ if (texUnit->Enabled & TEXTURE_3D_BIT) {
+ if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP ||
+ texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP ||
+ texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) {
return GL_TRUE;
+ }
}
}
}
* start.
*/
if (getenv("INTEL_STRICT_CONFORMANCE")) {
- intel->strict_conformance = 1;
+ unsigned int value = atoi(getenv("INTEL_STRICT_CONFORMANCE"));
+ if (value > 0) {
+ intel->conformance_mode = value;
+ }
+ else {
+ intel->conformance_mode = 1;
+ }
}
- if (intel->strict_conformance) {
+ if (intel->conformance_mode > 0) {
ctx->Const.MinLineWidth = 1.0;
ctx->Const.MinLineWidthAA = 1.0;
ctx->Const.MaxLineWidth = 1.0;
GLboolean hw_stipple;
GLboolean depth_buffer_is_float;
GLboolean no_rast;
- GLboolean strict_conformance;
+
+ /* 0 - nonconformant, best performance;
+ * 1 - fallback to sw for known conformance bugs
+ * 2 - always fallback to sw
+ */
+ GLuint conformance_mode;
/* State for intelvb.c and inteltris.c.
*/