diff options
author | Brian Paul <brianp@vmware.com> | 2009-04-06 17:17:52 -0600 |
---|---|---|
committer | Brian Paul <brianp@vmware.com> | 2009-04-06 17:18:58 -0600 |
commit | 76ac75af8e5481b498981c133836efa2101be2dc (patch) | |
tree | 6c76e0be55e7a6c3a4c5b458ebb2aeeed51e0146 /src/mesa | |
parent | b4c0e1f9e16ba61acd781ed6cbe448460e2b3153 (diff) |
swrast: fix secondary color add for glBitmap
Also, clean up the logic involved in choosing per-vertex vs. per-fragment
primary+secondary color addition.
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/swrast/s_context.c | 36 | ||||
-rw-r--r-- | src/mesa/swrast/s_context.h | 1 | ||||
-rw-r--r-- | src/mesa/swrast/s_span.c | 4 |
3 files changed, 30 insertions, 11 deletions
diff --git a/src/mesa/swrast/s_context.c b/src/mesa/swrast/s_context.c index 56bf2033ca..a7eaf76a0a 100644 --- a/src/mesa/swrast/s_context.c +++ b/src/mesa/swrast/s_context.c @@ -275,6 +275,24 @@ _swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState) } +/** + * See if we can do early diffuse+specular (primary+secondary) color + * add per vertex instead of per-fragment. + */ +static void +_swrast_update_specular_vertex_add(GLcontext *ctx) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLboolean separateSpecular = ctx->Fog.ColorSumEnabled || + (ctx->Light.Enabled && + ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR); + + swrast->SpecularVertexAdd = (separateSpecular + && ctx->Texture._EnabledUnits == 0x0 + && !ctx->FragmentProgram._Current + && !ctx->ATIFragmentShader._Enabled); +} + #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \ _NEW_TEXTURE | \ @@ -336,9 +354,7 @@ _swrast_validate_triangle( GLcontext *ctx, swrast->choose_triangle( ctx ); ASSERT(swrast->Triangle); - if (ctx->Texture._EnabledUnits == 0 - && NEED_SECONDARY_COLOR(ctx) - && !ctx->FragmentProgram._Current) { + if (swrast->SpecularVertexAdd) { /* separate specular color, but no texture */ swrast->SpecTriangle = swrast->Triangle; swrast->Triangle = _swrast_add_spec_terms_triangle; @@ -360,9 +376,7 @@ _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) swrast->choose_line( ctx ); ASSERT(swrast->Line); - if (ctx->Texture._EnabledUnits == 0 - && NEED_SECONDARY_COLOR(ctx) - && !ctx->FragmentProgram._Current) { + if (swrast->SpecularVertexAdd) { swrast->SpecLine = swrast->Line; swrast->Line = _swrast_add_spec_terms_line; } @@ -382,9 +396,7 @@ _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 ) _swrast_validate_derived( ctx ); swrast->choose_point( ctx ); - if (ctx->Texture._EnabledUnits == 0 - && NEED_SECONDARY_COLOR(ctx) - && !ctx->FragmentProgram._Current) { + if (swrast->SpecularVertexAdd) { swrast->SpecPoint = swrast->Point; swrast->Point = _swrast_add_spec_terms_point; } @@ -666,6 +678,12 @@ _swrast_validate_derived( GLcontext *ctx ) _NEW_TEXTURE)) _swrast_update_active_attribs(ctx); + if (swrast->NewState & (_NEW_FOG | + _NEW_PROGRAM | + _NEW_LIGHT | + _NEW_TEXTURE)) + _swrast_update_specular_vertex_add(ctx); + swrast->NewState = 0; swrast->StateChanges = 0; swrast->InvalidateState = _swrast_invalidate_state; diff --git a/src/mesa/swrast/s_context.h b/src/mesa/swrast/s_context.h index b7a17cb28c..9059f9b5ec 100644 --- a/src/mesa/swrast/s_context.h +++ b/src/mesa/swrast/s_context.h @@ -157,6 +157,7 @@ typedef struct GLbitfield NewState; GLuint StateChanges; GLenum Primitive; /* current primitive being drawn (ala glBegin) */ + GLboolean SpecularVertexAdd; /**< Add specular/secondary color per vertex */ void (*InvalidateState)( GLcontext *ctx, GLbitfield new_state ); diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index 08d725c5eb..07b3966603 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -1377,8 +1377,8 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) ASSERT(span->arrayMask & SPAN_RGBA); - if (!shader) { - /* Add base and specular colors */ + if (span->primitive == GL_BITMAP || !swrast->SpecularVertexAdd) { + /* Add primary and specular (diffuse + specular) colors */ if (ctx->Fog.ColorSumEnabled || (ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { |