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Add support for GL_EXT_secondary_color. It looks like using

NEED_SECONDARY_COLOR to turn it off/on was what we wanted -- now results look
correct using seccolor on Savage IX and Savage4.
tags/mesa_20060201
Eric Anholt 20 years ago
parent
commit
d5179613d5

+ 2
- 0
src/mesa/drivers/dri/savage/savage_xmesa.c View File

@@ -61,6 +61,7 @@

#define need_GL_ARB_multisample
#define need_GL_ARB_texture_compression
#define need_GL_EXT_secondary_color
#include "extension_helper.h"

#include "xmlpool.h"
@@ -136,6 +137,7 @@ static const struct dri_extension card_extensions[] =
{ "GL_ARB_texture_compression", GL_ARB_texture_compression_functions },
{ "GL_EXT_stencil_wrap", NULL },
{ "GL_EXT_texture_lod_bias", NULL },
{ "GL_EXT_secondary_color", GL_EXT_secondary_color_functions },
{ NULL, NULL }
};


+ 3
- 15
src/mesa/drivers/dri/savage/savagestate.c View File

@@ -866,40 +866,28 @@ static void savageDDColorMask_s3d(GLcontext *ctx,
FALLBACK (ctx, SAVAGE_FALLBACK_COLORMASK, !(r && g && b));
}

/* Seperate specular not fully implemented in hardware... Needs
* some interaction with material state? Just punt to software
* in all cases?
* FK: Don't fall back for now. Let's see the failure cases and
* fix them the right way. I don't see how this could be a
* hardware limitation.
*/
static void savageUpdateSpecular_s4(GLcontext *ctx) {
savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
u_int32_t drawLocalCtrl = imesa->regs.s4.drawLocalCtrl.ui;

if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
ctx->Light.Enabled) {
if (NEED_SECONDARY_COLOR(ctx)) {
imesa->regs.s4.drawLocalCtrl.ni.specShadeEn = GL_TRUE;
/*FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_TRUE);*/
} else {
imesa->regs.s4.drawLocalCtrl.ni.specShadeEn = GL_FALSE;
/*FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_FALSE);*/
}

if (drawLocalCtrl != imesa->regs.s4.drawLocalCtrl.ui)
imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
}

static void savageUpdateSpecular_s3d(GLcontext *ctx) {
savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
u_int32_t drawCtrl = imesa->regs.s3d.drawCtrl.ui;

if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
ctx->Light.Enabled) {
if (NEED_SECONDARY_COLOR(ctx)) {
imesa->regs.s3d.drawCtrl.ni.specShadeEn = GL_TRUE;
/*FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_TRUE);*/
} else {
imesa->regs.s3d.drawCtrl.ni.specShadeEn = GL_FALSE;
/*FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_FALSE);*/
}

if (drawCtrl != imesa->regs.s3d.drawCtrl.ui)

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