Changed lighting to use SOURCE_MATERIAL instead of PREMULT (moves some light color calculations to the GPU). Two-side lighting fallback no longer needed and eliminated.
This commit is contained in:
parent
1440f73212
commit
a1b9b1a440
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@ -786,6 +786,8 @@ static void update_global_ambient( GLcontext *ctx )
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float *fcmd = (float *)R200_DB_STATE( glt );
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/* Need to do more if both emmissive & ambient are PREMULT:
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* I believe this is not nessary when using source_material. This condition thus
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* will never happen currently, and the function has no dependencies on materials now
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*/
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if ((rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1] &
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((3 << R200_FRONT_EMISSIVE_SOURCE_SHIFT) |
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@ -808,9 +810,6 @@ static void update_global_ambient( GLcontext *ctx )
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/* Update on change to
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* - light[p].colors
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* - light[p].enabled
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* - material,
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* - colormaterial enabled
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* - colormaterial bitmask
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*/
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static void update_light_colors( GLcontext *ctx, GLuint p )
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{
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@ -821,102 +820,115 @@ static void update_light_colors( GLcontext *ctx, GLuint p )
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if (l->Enabled) {
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r200ContextPtr rmesa = R200_CONTEXT(ctx);
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float *fcmd = (float *)R200_DB_STATE( lit[p] );
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GLuint bitmask = ctx->Light.ColorMaterialBitmask;
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GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
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COPY_4V( &fcmd[LIT_AMBIENT_RED], l->Ambient );
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COPY_4V( &fcmd[LIT_DIFFUSE_RED], l->Diffuse );
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COPY_4V( &fcmd[LIT_SPECULAR_RED], l->Specular );
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if (!ctx->Light.ColorMaterialEnabled)
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bitmask = 0;
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if ((bitmask & MAT_BIT_FRONT_AMBIENT) == 0)
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SELF_SCALE_3V( &fcmd[LIT_AMBIENT_RED], mat[MAT_ATTRIB_FRONT_AMBIENT] );
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if ((bitmask & MAT_BIT_FRONT_DIFFUSE) == 0)
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SELF_SCALE_3V( &fcmd[LIT_DIFFUSE_RED], mat[MAT_ATTRIB_FRONT_DIFFUSE] );
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if ((bitmask & MAT_BIT_FRONT_SPECULAR) == 0)
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SELF_SCALE_3V( &fcmd[LIT_SPECULAR_RED], mat[MAT_ATTRIB_FRONT_SPECULAR] );
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R200_DB_STATECHANGE( rmesa, &rmesa->hw.lit[p] );
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}
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}
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/* Also fallback for asym colormaterial mode in twoside lighting...
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*/
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static void check_twoside_fallback( GLcontext *ctx )
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{
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GLboolean fallback = GL_FALSE;
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GLint i;
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if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) {
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if (ctx->Light.ColorMaterialEnabled &&
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(ctx->Light.ColorMaterialBitmask & BACK_MATERIAL_BITS) !=
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((ctx->Light.ColorMaterialBitmask & FRONT_MATERIAL_BITS)<<1))
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fallback = GL_TRUE;
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else {
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for (i = MAT_ATTRIB_FRONT_AMBIENT; i < MAT_ATTRIB_FRONT_INDEXES; i+=2)
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if (memcmp( ctx->Light.Material.Attrib[i],
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ctx->Light.Material.Attrib[i+1],
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sizeof(GLfloat)*4) != 0) {
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fallback = GL_TRUE;
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break;
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}
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}
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}
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TCL_FALLBACK( ctx, R200_TCL_FALLBACK_LIGHT_TWOSIDE, fallback );
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}
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static void r200ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode )
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{
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if (ctx->Light.ColorMaterialEnabled) {
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r200ContextPtr rmesa = R200_CONTEXT(ctx);
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GLuint light_model_ctl1 = rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1];
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GLuint mask = ctx->Light.ColorMaterialBitmask;
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/* Default to PREMULT:
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*/
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light_model_ctl1 &= ~((0xf << R200_FRONT_EMISSIVE_SOURCE_SHIFT) |
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(0xf << R200_FRONT_AMBIENT_SOURCE_SHIFT) |
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(0xf << R200_FRONT_DIFFUSE_SOURCE_SHIFT) |
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(0xf << R200_FRONT_SPECULAR_SOURCE_SHIFT));
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(0xf << R200_FRONT_SPECULAR_SOURCE_SHIFT) |
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(0xf << R200_BACK_EMISSIVE_SOURCE_SHIFT) |
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(0xf << R200_BACK_AMBIENT_SOURCE_SHIFT) |
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(0xf << R200_BACK_DIFFUSE_SOURCE_SHIFT) |
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(0xf << R200_BACK_SPECULAR_SOURCE_SHIFT));
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if (ctx->Light.ColorMaterialEnabled) {
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GLuint mask = ctx->Light.ColorMaterialBitmask;
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if (mask & MAT_BIT_FRONT_EMISSION) {
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light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
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R200_FRONT_EMISSIVE_SOURCE_SHIFT);
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}
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else
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light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_0 <<
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R200_FRONT_EMISSIVE_SOURCE_SHIFT);
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if (mask & MAT_BIT_FRONT_AMBIENT) {
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light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
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R200_FRONT_AMBIENT_SOURCE_SHIFT);
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}
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else
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light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_0 <<
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R200_FRONT_AMBIENT_SOURCE_SHIFT);
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if (mask & MAT_BIT_FRONT_DIFFUSE) {
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light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
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R200_FRONT_DIFFUSE_SOURCE_SHIFT);
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}
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else
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light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_0 <<
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R200_FRONT_DIFFUSE_SOURCE_SHIFT);
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if (mask & MAT_BIT_FRONT_SPECULAR) {
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light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
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R200_FRONT_SPECULAR_SOURCE_SHIFT);
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}
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if (light_model_ctl1 != rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1]) {
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GLuint p;
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R200_STATECHANGE( rmesa, tcl );
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rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1] = light_model_ctl1;
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for (p = 0 ; p < MAX_LIGHTS; p++)
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update_light_colors( ctx, p );
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update_global_ambient( ctx );
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else {
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light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_0 <<
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R200_FRONT_SPECULAR_SOURCE_SHIFT);
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}
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if (mask & MAT_BIT_BACK_EMISSION) {
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light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
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R200_BACK_EMISSIVE_SOURCE_SHIFT);
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}
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else light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_1 <<
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R200_BACK_EMISSIVE_SOURCE_SHIFT);
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if (mask & MAT_BIT_BACK_AMBIENT) {
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light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
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R200_BACK_AMBIENT_SOURCE_SHIFT);
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}
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else light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_1 <<
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R200_BACK_AMBIENT_SOURCE_SHIFT);
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if (mask & MAT_BIT_BACK_DIFFUSE) {
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light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
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R200_BACK_DIFFUSE_SOURCE_SHIFT);
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}
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else light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_1 <<
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R200_BACK_DIFFUSE_SOURCE_SHIFT);
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if (mask & MAT_BIT_BACK_SPECULAR) {
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light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
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R200_BACK_SPECULAR_SOURCE_SHIFT);
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}
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else {
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light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_1 <<
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R200_BACK_SPECULAR_SOURCE_SHIFT);
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}
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}
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else {
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/* Default to SOURCE_MATERIAL:
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*/
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light_model_ctl1 |=
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(R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_EMISSIVE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_AMBIENT_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_DIFFUSE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_SPECULAR_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_EMISSIVE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_AMBIENT_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_DIFFUSE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_SPECULAR_SOURCE_SHIFT);
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}
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if (light_model_ctl1 != rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1]) {
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R200_STATECHANGE( rmesa, tcl );
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rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1] = light_model_ctl1;
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}
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check_twoside_fallback( ctx );
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}
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void r200UpdateMaterial( GLcontext *ctx )
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@ -924,16 +936,16 @@ void r200UpdateMaterial( GLcontext *ctx )
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r200ContextPtr rmesa = R200_CONTEXT(ctx);
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GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
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GLfloat *fcmd = (GLfloat *)R200_DB_STATE( mtl[0] );
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GLuint p;
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GLfloat *fcmd2 = (GLfloat *)R200_DB_STATE( mtl[1] );
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GLuint mask = ~0;
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/* Might be possible and faster to update everything unconditionally? */
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if (ctx->Light.ColorMaterialEnabled)
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mask &= ~ctx->Light.ColorMaterialBitmask;
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if (R200_DEBUG & DEBUG_STATE)
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fprintf(stderr, "%s\n", __FUNCTION__);
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if (mask & MAT_BIT_FRONT_EMISSION) {
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fcmd[MTL_EMMISSIVE_RED] = mat[MAT_ATTRIB_FRONT_EMISSION][0];
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fcmd[MTL_EMMISSIVE_GREEN] = mat[MAT_ATTRIB_FRONT_EMISSION][1];
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@ -962,13 +974,39 @@ void r200UpdateMaterial( GLcontext *ctx )
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fcmd[MTL_SHININESS] = mat[MAT_ATTRIB_FRONT_SHININESS][0];
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}
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if (mask & MAT_BIT_BACK_EMISSION) {
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fcmd2[MTL_EMMISSIVE_RED] = mat[MAT_ATTRIB_BACK_EMISSION][0];
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fcmd2[MTL_EMMISSIVE_GREEN] = mat[MAT_ATTRIB_BACK_EMISSION][1];
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fcmd2[MTL_EMMISSIVE_BLUE] = mat[MAT_ATTRIB_BACK_EMISSION][2];
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fcmd2[MTL_EMMISSIVE_ALPHA] = mat[MAT_ATTRIB_BACK_EMISSION][3];
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}
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if (mask & MAT_BIT_BACK_AMBIENT) {
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fcmd2[MTL_AMBIENT_RED] = mat[MAT_ATTRIB_BACK_AMBIENT][0];
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fcmd2[MTL_AMBIENT_GREEN] = mat[MAT_ATTRIB_BACK_AMBIENT][1];
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fcmd2[MTL_AMBIENT_BLUE] = mat[MAT_ATTRIB_BACK_AMBIENT][2];
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fcmd2[MTL_AMBIENT_ALPHA] = mat[MAT_ATTRIB_BACK_AMBIENT][3];
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}
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if (mask & MAT_BIT_BACK_DIFFUSE) {
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fcmd2[MTL_DIFFUSE_RED] = mat[MAT_ATTRIB_BACK_DIFFUSE][0];
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fcmd2[MTL_DIFFUSE_GREEN] = mat[MAT_ATTRIB_BACK_DIFFUSE][1];
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fcmd2[MTL_DIFFUSE_BLUE] = mat[MAT_ATTRIB_BACK_DIFFUSE][2];
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fcmd2[MTL_DIFFUSE_ALPHA] = mat[MAT_ATTRIB_BACK_DIFFUSE][3];
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}
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if (mask & MAT_BIT_BACK_SPECULAR) {
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fcmd2[MTL_SPECULAR_RED] = mat[MAT_ATTRIB_BACK_SPECULAR][0];
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fcmd2[MTL_SPECULAR_GREEN] = mat[MAT_ATTRIB_BACK_SPECULAR][1];
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fcmd2[MTL_SPECULAR_BLUE] = mat[MAT_ATTRIB_BACK_SPECULAR][2];
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fcmd2[MTL_SPECULAR_ALPHA] = mat[MAT_ATTRIB_BACK_SPECULAR][3];
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}
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if (mask & MAT_BIT_BACK_SHININESS) {
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fcmd2[MTL_SHININESS] = mat[MAT_ATTRIB_BACK_SHININESS][0];
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}
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R200_DB_STATECHANGE( rmesa, &rmesa->hw.mtl[0] );
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R200_DB_STATECHANGE( rmesa, &rmesa->hw.mtl[1] );
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for (p = 0 ; p < MAX_LIGHTS; p++)
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update_light_colors( ctx, p );
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check_twoside_fallback( ctx );
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update_global_ambient( ctx );
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/* currently material changes cannot trigger a global ambient change, I believe this is correct
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update_global_ambient( ctx ); */
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}
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/* _NEW_LIGHT
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@ -1185,10 +1223,7 @@ static void r200LightModelfv( GLcontext *ctx, GLenum pname,
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if (ctx->Light.Model.TwoSide)
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rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_LIGHT_TWOSIDE;
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else
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rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_LIGHT_TWOSIDE;
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check_twoside_fallback( ctx );
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rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~(R200_LIGHT_TWOSIDE);
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if (rmesa->TclFallback) {
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r200ChooseRenderState( ctx );
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r200ChooseVertexState( ctx );
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@ -1809,7 +1844,6 @@ static void r200Enable( GLcontext *ctx, GLenum cap, GLboolean state )
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case GL_LIGHTING:
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r200UpdateSpecular(ctx);
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check_twoside_fallback( ctx );
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break;
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case GL_LINE_SMOOTH:
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@ -2131,7 +2165,7 @@ static void r200InvalidateState( GLcontext *ctx, GLuint new_state )
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}
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/* A hack. The r200 can actually cope just fine with materials
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* between begin/ends, so fix this.
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* between begin/ends, so fix this. But how ?
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*/
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static GLboolean check_material( GLcontext *ctx )
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{
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@ -2148,7 +2182,6 @@ static GLboolean check_material( GLcontext *ctx )
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return GL_FALSE;
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}
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static void r200WrapRunPipeline( GLcontext *ctx )
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{
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r200ContextPtr rmesa = R200_CONTEXT(ctx);
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@ -247,6 +247,7 @@ void r200InitState( r200ContextPtr rmesa )
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ALLOC_STATE( msl, tcl, MSL_STATE_SIZE, "MSL/matrix-select", 0 );
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ALLOC_STATE( tcg, tcl, TCG_STATE_SIZE, "TCG/texcoordgen", 0 );
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ALLOC_STATE( mtl[0], tcl_lighting, MTL_STATE_SIZE, "MTL0/material0", 0 );
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ALLOC_STATE( mtl[1], tcl_lighting, MTL_STATE_SIZE, "MTL1/material1", 1 );
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ALLOC_STATE( grd, tcl, GRD_STATE_SIZE, "GRD/guard-band", 0 );
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ALLOC_STATE( fog, fog, FOG_STATE_SIZE, "FOG/fog", 0 );
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ALLOC_STATE( glt, tcl_lighting, GLT_STATE_SIZE, "GLT/light-global", 0 );
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@ -318,6 +319,11 @@ void r200InitState( r200ContextPtr rmesa )
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cmdvec( R200_VS_MAT_0_EMISS, 1, 16 );
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rmesa->hw.mtl[0].cmd[MTL_CMD_1] =
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cmdscl2( R200_SS_MAT_0_SHININESS, 1, 1 );
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rmesa->hw.mtl[1].cmd[MTL_CMD_0] =
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cmdvec( R200_VS_MAT_1_EMISS, 1, 16 );
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rmesa->hw.mtl[1].cmd[MTL_CMD_1] =
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cmdscl2( R200_SS_MAT_1_SHININESS, 1, 1 );
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rmesa->hw.grd.cmd[GRD_CMD_0] =
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cmdscl( R200_SS_VERT_GUARD_CLIP_ADJ_ADDR, 1, 4 );
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rmesa->hw.fog.cmd[FOG_CMD_0] =
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@ -622,17 +628,19 @@ void r200InitState( r200ContextPtr rmesa )
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rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] =
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(R200_SPECULAR_LIGHTS |
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R200_DIFFUSE_SPECULAR_COMBINE |
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R200_LOCAL_LIGHT_VEC_GL);
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R200_LOCAL_LIGHT_VEC_GL |
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R200_LM0_SOURCE_MATERIAL_0 << R200_FRONT_SHININESS_SOURCE_SHIFT |
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R200_LM0_SOURCE_MATERIAL_1 << R200_BACK_SHININESS_SOURCE_SHIFT);
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rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1] =
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((R200_LM1_SOURCE_LIGHT_PREMULT << R200_FRONT_EMISSIVE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_LIGHT_PREMULT << R200_FRONT_AMBIENT_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_LIGHT_PREMULT << R200_FRONT_DIFFUSE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_LIGHT_PREMULT << R200_FRONT_SPECULAR_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_LIGHT_PREMULT << R200_BACK_EMISSIVE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_LIGHT_PREMULT << R200_BACK_AMBIENT_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_LIGHT_PREMULT << R200_BACK_DIFFUSE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_LIGHT_PREMULT << R200_BACK_SPECULAR_SOURCE_SHIFT));
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((R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_EMISSIVE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_AMBIENT_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_DIFFUSE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_SPECULAR_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_EMISSIVE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_AMBIENT_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_DIFFUSE_SOURCE_SHIFT) |
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(R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_SPECULAR_SOURCE_SHIFT));
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rmesa->hw.tcl.cmd[TCL_PER_LIGHT_CTL_0] = 0; /* filled in via callbacks */
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rmesa->hw.tcl.cmd[TCL_PER_LIGHT_CTL_1] = 0;
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