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authorBrian <[email protected]>2007-02-24 17:00:50 -0700
committerBrian <[email protected]>2007-02-24 17:00:50 -0700
commitfbc4929185ca1dc7d729ec737095ef0895f5b570 (patch)
tree703c6ff131064969816288caf75f21a065263682
parentefcfdbd4d16071088e60a59cb966abd730d9d111 (diff)
add missing code for newer STATE_INTERNAL items
-rw-r--r--src/mesa/shader/prog_statevars.c60
1 files changed, 44 insertions, 16 deletions
diff --git a/src/mesa/shader/prog_statevars.c b/src/mesa/shader/prog_statevars.c
index 1f5d5598e86..8b4903ea012 100644
--- a/src/mesa/shader/prog_statevars.c
+++ b/src/mesa/shader/prog_statevars.c
@@ -396,23 +396,51 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
return;
case STATE_INTERNAL:
- {
- switch (state[1]) {
- case STATE_TEXRECT_SCALE: {
- const int unit = (int) state[2];
- const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
- if (texObj) {
- struct gl_texture_image *texImage = texObj->Image[0][0];
- ASSIGN_4V(value, 1.0 / texImage->Width, 1.0 / texImage->Height, 0, 1);
- }
- break;
- }
- default:
- /* unknown state indexes are silently ignored
- * should be handled by the driver.
- */
- return;
+ switch (state[1]) {
+ case STATE_NORMAL_SCALE:
+ ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
+ return;
+ case STATE_TEXRECT_SCALE:
+ {
+ const int unit = (int) state[2];
+ const struct gl_texture_object *texObj
+ = ctx->Texture.Unit[unit]._Current;
+ if (texObj) {
+ struct gl_texture_image *texImage = texObj->Image[0][0];
+ ASSIGN_4V(value, 1.0 / texImage->Width,
+ 1.0 / texImage->Height,
+ 0.0, 1.0);
+ }
}
+ return;
+ case STATE_FOG_PARAMS_OPTIMIZED:
+ /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
+ * might be more expensive than EX2 on some hw, plus it needs
+ * another constant (e) anyway. Linear fog can now be done with a
+ * single MAD.
+ * linear: fogcoord * -1/(end-start) + end/(end-start)
+ * exp: 2^-(density/ln(2) * fogcoord)
+ * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
+ */
+ value[0] = -1.0F / (ctx->Fog.End - ctx->Fog.Start);
+ value[1] = ctx->Fog.End / (ctx->Fog.End - ctx->Fog.Start);
+ value[2] = ctx->Fog.Density * ONE_DIV_LN2;
+ value[3] = ctx->Fog.Density * ONE_DIV_SQRT_LN2;
+ return;
+ case STATE_SPOT_DIR_NORMALIZED: {
+ /* here, state[2] is the light number */
+ /* pre-normalize spot dir */
+ const GLuint ln = (GLuint) state[2];
+ COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
+ NORMALIZE_3FV(value);
+ value[3] = ctx->Light.Light[ln]._CosCutoff;
+ return;
+ }
+ default:
+ /* unknown state indexes are silently ignored
+ * should be handled by the driver.
+ */
+ return;
}
return;