Better fix to get tuxracer working.
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1764b78ee9
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@ -249,6 +249,37 @@ static int r300_get_num_verts(r300ContextPtr rmesa,
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return num_verts - verts_off;
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}
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void dump_inputs(GLcontext *ctx, int render_inputs)
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{
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int k;
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fprintf(stderr, "inputs:");
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if(render_inputs & _TNL_BIT_POS)
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fprintf(stderr, "_TNL_BIT_POS ");
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if(render_inputs & _TNL_BIT_NORMAL)
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fprintf(stderr, "_TNL_BIT_NORMAL ");
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/* color components */
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if(render_inputs & _TNL_BIT_COLOR0)
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fprintf(stderr, "_TNL_BIT_COLOR0 ");
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if(render_inputs & _TNL_BIT_COLOR1)
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fprintf(stderr, "_TNL_BIT_COLOR1 ");
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if(render_inputs & _TNL_BIT_FOG)
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fprintf(stderr, "_TNL_BIT_FOG ");
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/* texture coordinates */
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for(k=0;k < ctx->Const.MaxTextureUnits;k++)
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if(render_inputs & (_TNL_BIT_TEX0<<k))
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fprintf(stderr, "_TNL_BIT_TEX%d ", k);
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if(render_inputs & _TNL_BIT_INDEX)
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fprintf(stderr, "_TNL_BIT_INDEX ");
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if(render_inputs & _TNL_BIT_POINTSIZE)
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fprintf(stderr, "_TNL_BIT_POINTSIZE ");
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fprintf(stderr, "\n");
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}
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/* This function compiles GL context into state registers that
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describe data routing inside of R300 pipeline.
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@ -327,6 +358,8 @@ static void r300_render_immediate_primitive(r300ContextPtr rmesa,
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WARN_ONCE("Aeiee ! render_inputs==0. Skipping rendering.\n");
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return;
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}
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//dump_inputs(ctx, render_inputs); return ;
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start_immediate_packet(num_verts, type, 4*rmesa->state.aos_count);
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@ -358,8 +391,8 @@ static void r300_render_immediate_primitive(r300ContextPtr rmesa,
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if(render_inputs & _TNL_BIT_COLOR1)
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output_vector(VB->SecondaryColorPtr[0], i);
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if(render_inputs & _TNL_BIT_FOG)
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output_vector(VB->FogCoordPtr, i);
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/* if(render_inputs & _TNL_BIT_FOG) // Causes lock ups when immediate mode is on
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output_vector(VB->FogCoordPtr, i);*/
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/* texture coordinates */
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for(k=0;k < ctx->Const.MaxTextureUnits;k++)
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@ -557,6 +590,7 @@ static void upload_vertex_buffer(r300ContextPtr rmesa, GLcontext *ctx)
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fprintf(stderr, "Aieee ! Maximum AOS arrays count exceeded.. \n");
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exit(-1);
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}
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//dump_inputs(ctx, render_inputs); return ;
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}
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static void r300_render_vb_primitive(r300ContextPtr rmesa,
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@ -657,10 +691,6 @@ static GLboolean r300_run_render(GLcontext *ctx,
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#if 1
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#if 1
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/* I dont recall fog locking up before polygon offset modifications.
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Or then having fog on only locks up if immediate mode is on... */
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if(ctx->Fog.Enabled)
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return GL_FALSE;
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return r300_run_immediate_render(ctx, stage);
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#else
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@ -932,8 +932,8 @@ void r300_setup_routing(GLcontext *ctx, GLboolean immediate)
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if(tnl->render_inputs & _TNL_BIT_COLOR1)
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CONFIGURE_AOS(VB->SecondaryColorPtr[0], 0, i_color[1], AOS_FORMAT_FLOAT_COLOR);
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if(tnl->render_inputs & _TNL_BIT_FOG)
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CONFIGURE_AOS(VB->FogCoordPtr, 0, i_fog, AOS_FORMAT_FLOAT);
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/*if(tnl->render_inputs & _TNL_BIT_FOG) // Causes lock ups when immediate mode is on
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CONFIGURE_AOS(VB->FogCoordPtr, 0, i_fog, AOS_FORMAT_FLOAT);*/
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for(i=0;i < ctx->Const.MaxTextureUnits;i++)
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if(tnl->render_inputs & (_TNL_BIT_TEX0<<i))
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