add missing change to skip low impact RAST fallback...
authorRune Petersen <rune@megahurts.dk>
Sun, 3 Sep 2006 20:31:52 +0000 (20:31 +0000)
committerRune Petersen <rune@megahurts.dk>
Sun, 3 Sep 2006 20:31:52 +0000 (20:31 +0000)
Sorry.

src/mesa/drivers/dri/r300/r300_render.c

index c49567d69e9a66ab5e2897108ea47a62d9489a63..39a9736057d32789827cf797795655a026b51f94 100644 (file)
@@ -394,20 +394,23 @@ int r300Fallback(GLcontext *ctx)
        FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL
        FALLBACK_IF(ctx->Fog.Enabled);
 #endif
-       FALLBACK_IF(ctx->Polygon.OffsetPoint); // GL_POLYGON_OFFSET_POINT
-       FALLBACK_IF(ctx->Polygon.OffsetLine); // GL_POLYGON_OFFSET_LINE
-       //FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST
-       
-       //FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH disabling to get blender going
-       FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE
-       FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB
-       
-       
-       FALLBACK_IF(ctx->Line.StippleFlag);
-       
-       /* HW doesnt appear to directly support these */
-       FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH
-       FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH
+
+       if(!r300->disable_lowimpact_fallback){
+               FALLBACK_IF(ctx->Polygon.OffsetPoint); // GL_POLYGON_OFFSET_POINT
+               FALLBACK_IF(ctx->Polygon.OffsetLine); // GL_POLYGON_OFFSET_LINE
+               //FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST
+
+               //FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH disabling to get blender going
+               FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE
+               FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB
+
+               FALLBACK_IF(ctx->Line.StippleFlag);
+
+               /* HW doesnt appear to directly support these */
+               FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH
+               FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH
+       }
+
        /* Rest could be done with vertex fragments */
        if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite)
                FALLBACK_IF(ctx->Point.PointSprite); // GL_POINT_SPRITE_NV