renderer: drop DEPTH_CLIP warning

As pointed out by Erik, this is a rogue-client behaviour which we
generally just ignore.

Suggested-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
macos/master
Emil Velikov 6 years ago committed by Emil Velikov
parent 52703a2ded
commit 6e6486e743
  1. 12
      src/vrend_renderer.c

@ -762,7 +762,7 @@ static void __report_core_warn(const char *fname, struct vrend_context *ctx,
#define GLES_WARN_TEXTURE_RECT 7 #define GLES_WARN_TEXTURE_RECT 7
#define GLES_WARN_OFFSET_LINE 8 #define GLES_WARN_OFFSET_LINE 8
#define GLES_WARN_OFFSET_POINT 9 #define GLES_WARN_OFFSET_POINT 9
#define GLES_WARN_DEPTH_CLIP 10 //#define GLES_WARN_ free slot 10
#define GLES_WARN_FLATSHADE_FIRST 11 #define GLES_WARN_FLATSHADE_FIRST 11
#define GLES_WARN_LINE_SMOOTH 12 #define GLES_WARN_LINE_SMOOTH 12
#define GLES_WARN_POLY_SMOOTH 13 #define GLES_WARN_POLY_SMOOTH 13
@ -781,7 +781,6 @@ static const char *vrend_gles_warn_strings[] = {
[GLES_WARN_TEXTURE_RECT] = "Texture Rect", [GLES_WARN_TEXTURE_RECT] = "Texture Rect",
[GLES_WARN_OFFSET_LINE] = "Offset Line", [GLES_WARN_OFFSET_LINE] = "Offset Line",
[GLES_WARN_OFFSET_POINT] = "Offset Point", [GLES_WARN_OFFSET_POINT] = "Offset Point",
[GLES_WARN_DEPTH_CLIP] = "Depth Clip",
[GLES_WARN_FLATSHADE_FIRST] = "Flatshade First", [GLES_WARN_FLATSHADE_FIRST] = "Flatshade First",
[GLES_WARN_LINE_SMOOTH] = "Line Smooth", [GLES_WARN_LINE_SMOOTH] = "Line Smooth",
[GLES_WARN_POLY_SMOOTH] = "Poly Smooth", [GLES_WARN_POLY_SMOOTH] = "Poly Smooth",
@ -4918,13 +4917,10 @@ static void vrend_hw_emit_rs(struct vrend_context *ctx)
struct pipe_rasterizer_state *state = &ctx->sub->rs_state; struct pipe_rasterizer_state *state = &ctx->sub->rs_state;
int i; int i;
if (!has_feature(feat_depth_clamp)) { if (has_feature(feat_depth_clamp)) {
if (!state->depth_clip) { if (state->depth_clip)
report_gles_warn(ctx, GLES_WARN_DEPTH_CLIP);
}
} else if (state->depth_clip) {
glDisable(GL_DEPTH_CLAMP); glDisable(GL_DEPTH_CLAMP);
} else { else
glEnable(GL_DEPTH_CLAMP); glEnable(GL_DEPTH_CLAMP);
} }

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