/* We're going to mess with texturing with no regard to existing texture
* state, so if there is some set up we have to bail.
*/
- if (ctx->Texture._EnabledUnits != 0)
+ if (ctx->Texture._EnabledUnits != 0) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr, "glDrawPixels() fallback: texturing enabled\n");
return GL_FALSE;
+ }
/* Can't do textured DrawPixels with a fragment program, unless we were
* to generate a new program that sampled our texture and put the results
* in the fragment color before the user's program started.
*/
- if (ctx->FragmentProgram.Enabled)
+ if (ctx->FragmentProgram.Enabled) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr, "glDrawPixels() fallback: fragment program enabled\n");
return GL_FALSE;
+ }
/* Don't even want to think about it */
- if (format == GL_COLOR_INDEX)
+ if (format == GL_COLOR_INDEX) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr, "glDrawPixels() fallback: format == GL_COLOR_INDEX\n");
return GL_FALSE;
+ }
/* We don't have a way to generate fragments with stencil values which *
* will set the resulting stencil value.
* the color buffer, and sample the texture values into the fragment depth
* in a program.
*/
- if (format == GL_DEPTH_COMPONENT)
+ if (format == GL_DEPTH_COMPONENT) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr,
+ "glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
return GL_FALSE;
+ }
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_TEXTURE_BIT |
GL_CURRENT_BIT);
return GL_TRUE;
/* Can't do a per-bit writemask while treating stencil as rgba data. */
- if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff)
+ if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
+ "stencil mask enabled\n");
return GL_FALSE;
+ }
/* We use FBOs for our wrapping of the depthbuffer into a color
* destination.
/* We're going to mess with texturing with no regard to existing texture
* state, so if there is some set up we have to bail.
*/
- if (ctx->Texture._EnabledUnits != 0)
+ if (ctx->Texture._EnabledUnits != 0) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
+ "texturing enabled\n");
return GL_FALSE;
+ }
/* Can't do textured DrawPixels with a fragment program, unless we were
* to generate a new program that sampled our texture and put the results
* in the fragment color before the user's program started.
*/
- if (ctx->FragmentProgram.Enabled)
+ if (ctx->FragmentProgram.Enabled) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
+ "fragment program enabled\n");
return GL_FALSE;
+ }
/* Check that we can load in a texture this big. */
if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
if (INTEL_DEBUG & DEBUG_FALLBACKS)
- fprintf(stderr, "glDrawPixels(STENCIL_IDNEX) fallback: "
+ fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
"bitmap too large (%dx%d)\n",
width, height);
return GL_FALSE;