swrast: fix secondary color add for glBitmap

Also, clean up the logic involved in choosing per-vertex vs. per-fragment
primary+secondary color addition.
This commit is contained in:
Brian Paul
2009-04-06 17:17:52 -06:00
parent b4c0e1f9e1
commit 76ac75af8e
3 changed files with 30 additions and 11 deletions
+27 -9
View File
@@ -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;
+1
View File
@@ -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 );
+2 -2
View File
@@ -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)) {