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authorBrian Paul <brianp@vmware.com>2009-03-31 16:13:14 -0600
committerBrian Paul <brianp@vmware.com>2009-03-31 16:21:51 -0600
commit919f57078b289a273e0e46ee2214a9f042b11b1f (patch)
tree6393f3742a5f97dd2dffda7a11fb9a62029a2bc2 /src/mesa/main/ffvertex_prog.c
parentef6f1027ff0b6027976a7467b8461ffdd53ce2a8 (diff)
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.
Diffstat (limited to 'src/mesa/main/ffvertex_prog.c')
-rw-r--r--src/mesa/main/ffvertex_prog.c14
1 files changed, 12 insertions, 2 deletions
diff --git a/src/mesa/main/ffvertex_prog.c b/src/mesa/main/ffvertex_prog.c
index 859f72b458..03f42704a7 100644
--- a/src/mesa/main/ffvertex_prog.c
+++ b/src/mesa/main/ffvertex_prog.c
@@ -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);