#define need_GL_ARB_multisample
#define need_GL_ARB_texture_compression
+#define need_GL_EXT_secondary_color
#include "extension_helper.h"
#include "xmlpool.h"
{ "GL_ARB_texture_compression", GL_ARB_texture_compression_functions },
{ "GL_EXT_stencil_wrap", NULL },
{ "GL_EXT_texture_lod_bias", NULL },
+ { "GL_EXT_secondary_color", GL_EXT_secondary_color_functions },
{ NULL, NULL }
};
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)