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Diffstat (limited to 'src/mesa/drivers/dri/savage/savagestate.c')
-rw-r--r--src/mesa/drivers/dri/savage/savagestate.c18
1 files changed, 3 insertions, 15 deletions
diff --git a/src/mesa/drivers/dri/savage/savagestate.c b/src/mesa/drivers/dri/savage/savagestate.c
index 1acabcb5f4..44cf2f20d3 100644
--- a/src/mesa/drivers/dri/savage/savagestate.c
+++ b/src/mesa/drivers/dri/savage/savagestate.c
@@ -866,40 +866,28 @@ static void savageDDColorMask_s3d(GLcontext *ctx,
FALLBACK (ctx, SAVAGE_FALLBACK_COLORMASK, !(r && g && b));
}
-/* Seperate specular not fully implemented in hardware... Needs
- * some interaction with material state? Just punt to software
- * in all cases?
- * FK: Don't fall back for now. Let's see the failure cases and
- * fix them the right way. I don't see how this could be a
- * hardware limitation.
- */
static void savageUpdateSpecular_s4(GLcontext *ctx) {
savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
u_int32_t drawLocalCtrl = imesa->regs.s4.drawLocalCtrl.ui;
- if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
- ctx->Light.Enabled) {
+ if (NEED_SECONDARY_COLOR(ctx)) {
imesa->regs.s4.drawLocalCtrl.ni.specShadeEn = GL_TRUE;
- /*FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_TRUE);*/
} else {
imesa->regs.s4.drawLocalCtrl.ni.specShadeEn = GL_FALSE;
- /*FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_FALSE);*/
}
if (drawLocalCtrl != imesa->regs.s4.drawLocalCtrl.ui)
imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
}
+
static void savageUpdateSpecular_s3d(GLcontext *ctx) {
savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
u_int32_t drawCtrl = imesa->regs.s3d.drawCtrl.ui;
- if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
- ctx->Light.Enabled) {
+ if (NEED_SECONDARY_COLOR(ctx)) {
imesa->regs.s3d.drawCtrl.ni.specShadeEn = GL_TRUE;
- /*FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_TRUE);*/
} else {
imesa->regs.s3d.drawCtrl.ni.specShadeEn = GL_FALSE;
- /*FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_FALSE);*/
}
if (drawCtrl != imesa->regs.s3d.drawCtrl.ui)