add special case for flat shaded + separate specular triangles

This commit is contained in:
Keith Whitwell 2005-05-25 13:34:52 +00:00
parent 3f6d985753
commit 741b980433
3 changed files with 51 additions and 18 deletions

View file

@ -184,6 +184,7 @@ struct via_context {
GLmatrix ViewportMatrix;
GLenum renderPrimitive;
GLenum hwPrimitive;
GLenum hwShadeModel;
unsigned char *verts;
/* drmBufPtr dma_buffer;

View file

@ -463,7 +463,6 @@ void viaEmitState(struct via_context *vmesa)
for (j = 0; j < table->Size; j++) {
OUT_RING( tableF[j] );
}
ADVANCE_RING();
}

View file

@ -48,6 +48,11 @@
/***********************************************************************
* Emit primitives as inline vertices *
***********************************************************************/
#define LINE_FALLBACK (0)
#define POINT_FALLBACK (0)
#define TRI_FALLBACK (0)
#define ANY_FALLBACK_FLAGS (POINT_FALLBACK|LINE_FALLBACK|TRI_FALLBACK)
#define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE|DD_TRI_OFFSET|DD_TRI_UNFILLED)
#if 0
@ -238,7 +243,7 @@ static struct {
tnl_line_func line;
tnl_triangle_func triangle;
tnl_quad_func quad;
} rast_tab[VIA_MAX_TRIFUNC];
} rast_tab[VIA_MAX_TRIFUNC + 1];
#define DO_FALLBACK (IND & VIA_FALLBACK_BIT)
@ -298,20 +303,21 @@ do { \
#define VERT_COPY_RGBA( v0, v1 ) v0->ui[coloroffset] = v1->ui[coloroffset]
#define VERT_SET_SPEC( v0, c ) \
#define VERT_SET_SPEC( v, c ) \
do { \
if (specoffset) { \
UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.red, (c)[0]); \
UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.green, (c)[1]); \
UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.blue, (c)[2]); \
via_color_t *color = (via_color_t *)&((v)->ui[specoffset]); \
UNCLAMPED_FLOAT_TO_UBYTE(color->red, (c)[0]); \
UNCLAMPED_FLOAT_TO_UBYTE(color->green, (c)[1]); \
UNCLAMPED_FLOAT_TO_UBYTE(color->blue, (c)[2]); \
} \
} while (0)
#define VERT_COPY_SPEC( v0, v1 ) \
do { \
if (specoffset) { \
v0->v.specular.red = v1->v.specular.red; \
v0->v.specular.green = v1->v.specular.green; \
v0->v.specular.blue = v1->v.specular.blue; \
v0->ub4[specoffset][0] = v1->ub4[specoffset][0]; \
v0->ub4[specoffset][1] = v1->ub4[specoffset][1]; \
v0->ub4[specoffset][2] = v1->ub4[specoffset][2]; \
} \
} while (0)
@ -428,6 +434,24 @@ static const GLenum hwPrim[GL_POLYGON + 2] = {
#include "tnl_dd/t_dd_tritmp.h"
/* Catchall case for flat, separate specular triangles (via has flat
* diffuse shading, but always does specular color with gouraud).
*/
#undef DO_FALLBACK
#undef DO_OFFSET
#undef DO_UNFILLED
#undef DO_TWOSIDE
#undef DO_FLAT
#define DO_FALLBACK (0)
#define DO_OFFSET (ctx->_TriangleCaps & DD_TRI_OFFSET)
#define DO_UNFILLED (ctx->_TriangleCaps & DD_TRI_UNFILLED)
#define DO_TWOSIDE (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE)
#define DO_FLAT 1
#define TAG(x) x##_flat_specular
#define IND VIA_MAX_TRIFUNC
#include "tnl_dd/t_dd_tritmp.h"
static void init_rast_tab(void)
{
init();
@ -446,6 +470,8 @@ static void init_rast_tab(void)
init_offset_unfilled_fallback();
init_twoside_unfilled_fallback();
init_twoside_offset_unfilled_fallback();
init_flat_specular(); /* special! */
}
@ -619,11 +645,6 @@ static void viaFastRenderClippedPoly(GLcontext *ctx, const GLuint *elts,
_DD_NEW_TRI_STIPPLE | \
_NEW_POLYGONSTIPPLE)
#define LINE_FALLBACK (0)
#define POINT_FALLBACK (0)
#define TRI_FALLBACK (0)
#define ANY_FALLBACK_FLAGS (POINT_FALLBACK|LINE_FALLBACK|TRI_FALLBACK)
#define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE|DD_TRI_OFFSET|DD_TRI_UNFILLED)
static void viaChooseRenderState(GLcontext *ctx)
{
@ -662,6 +683,12 @@ static void viaChooseRenderState(GLcontext *ctx)
vmesa->drawTri = via_fallback_tri;
}
if ((flags & DD_SEPARATE_SPECULAR) &&
ctx->Light.ShadeModel == GL_FLAT) {
index = VIA_MAX_TRIFUNC; /* flat specular */
}
if (vmesa->renderIndex != index) {
vmesa->renderIndex = index;
@ -875,13 +902,18 @@ void viaRasterPrimitive(GLcontext *ctx,
RING_VARS;
if (VIA_DEBUG & DEBUG_PRIMS)
fprintf(stderr, "%s: %s/%s\n",
fprintf(stderr, "%s: %s/%s/%s\n",
__FUNCTION__, _mesa_lookup_enum_by_nr(glprim),
_mesa_lookup_enum_by_nr(hwprim));
_mesa_lookup_enum_by_nr(hwprim),
_mesa_lookup_enum_by_nr(ctx->Light.ShadeModel));
assert (!vmesa->newState);
vmesa->renderPrimitive = glprim;
if (hwprim != vmesa->hwPrimitive) {
if (hwprim != vmesa->hwPrimitive ||
ctx->Light.ShadeModel != vmesa->hwShadeModel) {
VIA_FINISH_PRIM(vmesa);
/* Ensure no wrapping inside this function */
@ -896,7 +928,8 @@ void viaRasterPrimitive(GLcontext *ctx,
if (ctx->Light.ShadeModel == GL_SMOOTH) {
vmesa->regCmdA_End |= HC_HShading_Gouraud;
}
vmesa->hwShadeModel = ctx->Light.ShadeModel;
regCmdB = vmesa->regCmdB;
switch (hwprim) {