From ed478a5fdeded932f09a73bc0af12e010b9a5cd5 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Fri, 31 Oct 2008 13:13:08 -0700 Subject: [PATCH] intel: Add more fallback debugging for glDrawPixels. --- src/mesa/drivers/dri/intel/intel_pixel_draw.c | 41 +++++++++++++++---- 1 file changed, 33 insertions(+), 8 deletions(-) diff --git a/src/mesa/drivers/dri/intel/intel_pixel_draw.c b/src/mesa/drivers/dri/intel/intel_pixel_draw.c index 4a2fbf3bc6b..0286bb395e4 100644 --- a/src/mesa/drivers/dri/intel/intel_pixel_draw.c +++ b/src/mesa/drivers/dri/intel/intel_pixel_draw.c @@ -75,19 +75,28 @@ intel_texture_drawpixels(GLcontext * ctx, /* 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. @@ -108,8 +117,12 @@ intel_texture_drawpixels(GLcontext * ctx, * 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); @@ -217,8 +230,12 @@ intel_stencil_drawpixels(GLcontext * ctx, 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. @@ -229,21 +246,29 @@ intel_stencil_drawpixels(GLcontext * ctx, /* 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; -- 2.30.2