static GLboolean r300_run_render(GLcontext *ctx,
struct tnl_pipeline_stage *stage)
{
+ r300ContextPtr mmesa = R300_CONTEXT(ctx);
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLuint i;
+
if (RADEON_DEBUG == DEBUG_PRIMS)
fprintf(stderr, "%s\n", __FUNCTION__);
+ for(i=0; i < VB->PrimitiveCount; i++){
+ switch (VB->Primitive[i].mode & PRIM_MODE_MASK) {
+ case GL_LINES:
+ fprintf(stderr, "L ");
+ break;
+ case GL_LINE_STRIP:
+ fprintf(stderr, "LS ");
+ break;
+ case GL_LINE_LOOP:
+ fprintf(stderr, "LL ");
+ break;
+ case GL_TRIANGLES:
+ fprintf(stderr, "T ");
+ break;
+ case GL_TRIANGLE_STRIP:
+ fprintf(stderr, "TS ");
+ break;
+ case GL_TRIANGLE_FAN:
+ fprintf(stderr, "TF ");
+ break;
+ case GL_QUADS:
+ fprintf(stderr, "Q ");
+ break;
+ case GL_QUAD_STRIP:
+ fprintf(stderr, "QS ");
+ break;
+ default:
+ fprintf(stderr, "%02x ", VB->Primitive[i].mode & PRIM_MODE_MASK);
+ break;
+ }
+ }
+
+ fprintf(stderr, "\n");
return GL_TRUE;
#if 0
for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
FALLBACK_IF(ctx->Texture.Unit[i].Enabled);
+
+ /* let r300_run_render do its job */
+ #if 0
stage->active = GL_FALSE;
+ #endif
}