diff options
author | Felix Kuehling <fxkuehl@gmx.de> | 2005-04-24 20:55:57 +0000 |
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committer | Felix Kuehling <fxkuehl@gmx.de> | 2005-04-24 20:55:57 +0000 |
commit | cbc8d7596a9939dcbaa2a1a2aaa65d7fc9d70127 (patch) | |
tree | 2ed49519e87575febcbf2974e7339b21f6e542bd /src/mesa/drivers/dri/savage/savagestate.c | |
parent | 6ffd0a4cf1aae2b5ea0fd683a2d7607e59cd3f68 (diff) |
Software fallback for glColorMask. Can be avoided on Savage4 when all
channels are masked (disable draw update). Bumped driver date to
reflect recent correctness fixes. The driver now passes all glean
tests except exactRGBA on both Savage4 and Savage3D-based cards.
Diffstat (limited to 'src/mesa/drivers/dri/savage/savagestate.c')
-rw-r--r-- | src/mesa/drivers/dri/savage/savagestate.c | 61 |
1 files changed, 21 insertions, 40 deletions
diff --git a/src/mesa/drivers/dri/savage/savagestate.c b/src/mesa/drivers/dri/savage/savagestate.c index c772a24844..1a6a7f4579 100644 --- a/src/mesa/drivers/dri/savage/savagestate.c +++ b/src/mesa/drivers/dri/savage/savagestate.c @@ -845,64 +845,45 @@ static void savageUpdateCull( GLcontext *ctx ) * Color masks */ -/* Mesa calls this from the wrong place - it is called a very large - * number of redundant times. - * - * Colormask can be simulated by multipass or multitexture techniques. +/* Savage4 can disable draw updates when all channels are + * masked. Savage3D has a bit called drawUpdateEn, but it doesn't seem + * to have any effect. If only some channels are masked we need a + * software fallback on all chips. */ static void savageDDColorMask_s4(GLcontext *ctx, GLboolean r, GLboolean g, GLboolean b, GLboolean a ) { savageContextPtr imesa = SAVAGE_CONTEXT( ctx ); - GLuint enable; + GLboolean passAny, passAll; - if (ctx->Visual.alphaBits) - { - enable = b | g | r | a; - } - else - { - enable = b | g | r; + if (ctx->Visual.alphaBits) { + passAny = b || g || r || a; + passAll = r && g && b && a; + } else { + passAny = b || g || r; + passAll = r && g && b; } - if (enable) - { - imesa->regs.s4.drawLocalCtrl.ni.drawUpdateEn = GL_TRUE; - } - else - { + if (passAny) { + if (!imesa->regs.s4.drawLocalCtrl.ni.drawUpdateEn) { + imesa->regs.s4.drawLocalCtrl.ni.drawUpdateEn = GL_TRUE; + imesa->dirty |= SAVAGE_UPLOAD_LOCAL; + } + FALLBACK (ctx, SAVAGE_FALLBACK_COLORMASK, !passAll); + } else if (imesa->regs.s4.drawLocalCtrl.ni.drawUpdateEn) { imesa->regs.s4.drawLocalCtrl.ni.drawUpdateEn = GL_FALSE; + imesa->dirty |= SAVAGE_UPLOAD_LOCAL; } - imesa->dirty |= SAVAGE_UPLOAD_LOCAL; - /* TODO: need a software fallback */ } static void savageDDColorMask_s3d(GLcontext *ctx, GLboolean r, GLboolean g, GLboolean b, GLboolean a ) { - savageContextPtr imesa = SAVAGE_CONTEXT( ctx ); - GLuint enable; - if (ctx->Visual.alphaBits) - { - enable = b | g | r | a; - } + FALLBACK (ctx, SAVAGE_FALLBACK_COLORMASK, !(r && g && b && a)); else - { - enable = b | g | r; - } - - if (enable) - { - imesa->regs.s3d.zBufCtrl.ni.drawUpdateEn = GL_TRUE; - } - else - { - imesa->regs.s3d.zBufCtrl.ni.drawUpdateEn = GL_FALSE; - } - imesa->dirty |= SAVAGE_UPLOAD_LOCAL; - /* TODO: need a software fallback */ + FALLBACK (ctx, SAVAGE_FALLBACK_COLORMASK, !(r && g && b)); } /* Seperate specular not fully implemented in hardware... Needs |