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authorBen Skeggs <[email protected]>2006-11-19 16:05:59 +0000
committerBen Skeggs <[email protected]>2006-11-19 16:05:59 +0000
commita7139168d29e2cb112227ee6f2b5967c34eb91bd (patch)
tree8a795e24822a352cd0dff3cfc8ca7b7613821c1e
parent80a0ce37df7b7afef9cd1994527c5ed472c5c4cd (diff)
Don't bother touching lighting stuff if shaders are in use
-rw-r--r--src/mesa/drivers/dri/nouveau/nv30_state.c16
1 files changed, 15 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nv30_state.c b/src/mesa/drivers/dri/nouveau/nv30_state.c
index bf3338d499b..66d94d19cdb 100644
--- a/src/mesa/drivers/dri/nouveau/nv30_state.c
+++ b/src/mesa/drivers/dri/nouveau/nv30_state.c
@@ -34,6 +34,8 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "mtypes.h"
#include "colormac.h"
+#define NOUVEAU_CARD_USING_SHADERS (nmesa->screen->card->type >= NV_40)
+
static void nv30AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
@@ -229,6 +231,10 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
case GL_LIGHT7:
{
uint32_t mask=0x11<<(2*(cap-GL_LIGHT0));
+
+ if (NOUVEAU_CARD_USING_SHADERS)
+ break;
+
nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
if (nmesa->lighting_enabled)
{
@@ -238,6 +244,9 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
break;
}
case GL_LIGHTING:
+ if (NOUVEAU_CARD_USING_SHADERS)
+ break;
+
nmesa->lighting_enabled=state;
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
if (nmesa->lighting_enabled)
@@ -337,6 +346,10 @@ static void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode)
static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ if (NOUVEAU_CARD_USING_SHADERS)
+ return;
+
/* not sure where the fourth param value goes...*/
switch(pname)
{
@@ -469,8 +482,9 @@ void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
void (*RenderMode)(GLcontext *ctx, GLenum mode );
/** Define the scissor box */
void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+
/** Select flat or smooth shading */
-void nv30ShadeModel(GLcontext *ctx, GLenum mode)
+static void nv30ShadeModel(GLcontext *ctx, GLenum mode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);