Better fix to get tuxracer working.

This commit is contained in:
Aapo Tahkola 2005-02-08 05:33:44 +00:00
parent 1764b78ee9
commit 4885a9eb20
2 changed files with 38 additions and 8 deletions

View File

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

View File

@ -932,8 +932,8 @@ void r300_setup_routing(GLcontext *ctx, GLboolean immediate)
if(tnl->render_inputs & _TNL_BIT_COLOR1)
CONFIGURE_AOS(VB->SecondaryColorPtr[0], 0, i_color[1], AOS_FORMAT_FLOAT_COLOR);
if(tnl->render_inputs & _TNL_BIT_FOG)
CONFIGURE_AOS(VB->FogCoordPtr, 0, i_fog, AOS_FORMAT_FLOAT);
/*if(tnl->render_inputs & _TNL_BIT_FOG) // Causes lock ups when immediate mode is on
CONFIGURE_AOS(VB->FogCoordPtr, 0, i_fog, AOS_FORMAT_FLOAT);*/
for(i=0;i < ctx->Const.MaxTextureUnits;i++)
if(tnl->render_inputs & (_TNL_BIT_TEX0<<i))