mesa: fix bug in GPU codegen for fixed-function two-sided lighting

The 'dots' register wasn't getting properly un-negated and un-swizzled
after emitting the code for back-face lighting.  So, if more than one
light source was enabled, the specular exponent for the next light source
was wrong.

During execution we were evaluating pow(x, y) where y was negative instead
of positive.  This led to the outcome being zero or NaN.

This fixes the occasional black triangles seen in isosurf when hacked to
enable two-sided lighting.
This commit is contained in:
Brian Paul 2009-03-31 16:13:14 -06:00
parent ef6f1027ff
commit 919f57078b
1 changed files with 12 additions and 2 deletions

View File

@ -1108,6 +1108,9 @@ static void build_lighting( struct tnl_program *p )
if (twoside) {
if (!p->state->material_shininess_is_zero) {
/* Note that we negate the back-face specular exponent here.
* The negation will be un-done later in the back-face code below.
*/
struct ureg shininess = get_material(p, 1, STATE_SHININESS);
emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z,
negate(swizzle1(shininess,X)));
@ -1316,6 +1319,11 @@ static void build_lighting( struct tnl_program *p )
mask1 = 0;
}
/* For the back face we need to negate the X and Y component
* dot products. dots.Z has the negated back-face specular
* exponent. We swizzle that into the W position. This
* negation makes the back-face specular term positive again.
*/
dots = negate(swizzle(dots,X,Y,W,Z));
if (!is_undef(att)) {
@ -1334,8 +1342,10 @@ static void build_lighting( struct tnl_program *p )
emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0);
emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1);
/* restore negate flag for next lighting */
dots = negate(dots);
/* restore dots to its original state for subsequent lights
* by negating and swizzling again.
*/
dots = negate(swizzle(dots,X,Y,W,Z));
release_temp(p, ambient);
release_temp(p, diffuse);