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Expose the fact that we do not do either selection of feedback buffers - either with software or hardware rendering.
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2 changed files with 11 additions and 0 deletions
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@ -613,6 +613,8 @@ static void r300_check_render(GLcontext *ctx, struct tnl_pipeline_stage *stage)
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//FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH disabling to get blender going
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FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE
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FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB
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FALLBACK_IF(ctx->RenderMode != GL_RENDER); // We do not do SELECT or FEEDBACK (yet ?)
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#if 0 /* ut2k3 fails to start if this is on */
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/* One step at a time - let one texture pass.. */
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@ -2272,6 +2272,13 @@ void r300InitState(r300ContextPtr r300)
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r300ResetHwState(r300);
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}
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static void r300RenderMode( GLcontext *ctx, GLenum mode )
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{
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r300ContextPtr rmesa = R300_CONTEXT(ctx);
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WARN_ONCE("TODO: fallback properly when rendering mode is not GL_RENDER\n"
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"\tThe way things are now neither selection nor feedback modes work\n")
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// FALLBACK( rmesa, R300_FALLBACK_RENDER_MODE, (mode != GL_RENDER) );
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}
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/**
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* Initialize driver's state callback functions
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@ -2307,5 +2314,7 @@ void r300InitStateFuncs(struct dd_function_table* functions)
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functions->PolygonOffset = r300PolygonOffset;
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functions->PolygonMode = r300PolygonMode;
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functions->RenderMode = r300RenderMode;
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}
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