i915: separate the fog term from the specular color term.
Previously fog parameter and specular color are packed into the same dword. Note specular color should be packed in BGRA for device, so if fog parameter and specular color all are present, fog parameter will dirty the alpha term of specular color. This fixes rendering issue when playing 'Yo Frankie' on 915/945.
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@@ -1105,30 +1105,14 @@ i915ValidateFragmentProgram(struct i915_context *i915)
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EMIT_ATTR(_TNL_ATTRIB_COLOR0, EMIT_4UB_4F_BGRA, S4_VFMT_COLOR, 4);
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}
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if ((inputsRead & (FRAG_BIT_COL1 | FRAG_BIT_FOGC)) ||
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i915->vertex_fog != I915_FOG_NONE) {
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if (inputsRead & FRAG_BIT_COL1) {
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intel->specoffset = offset / 4;
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EMIT_ATTR(_TNL_ATTRIB_COLOR1, EMIT_3UB_3F_BGR, S4_VFMT_SPEC_FOG, 3);
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}
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else
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EMIT_PAD(3);
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if ((inputsRead & FRAG_BIT_FOGC) || i915->vertex_fog != I915_FOG_NONE)
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EMIT_ATTR(_TNL_ATTRIB_FOG, EMIT_1UB_1F, S4_VFMT_SPEC_FOG, 1);
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else
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EMIT_PAD(1);
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EMIT_ATTR(_TNL_ATTRIB_COLOR1, EMIT_4UB_4F_BGRA, S4_VFMT_SPEC_FOG, 4);
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}
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/* XXX this was disabled, but enabling this code helped fix the Glean
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* tfragprog1 fog tests.
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*/
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#if 1
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if ((inputsRead & FRAG_BIT_FOGC) || i915->vertex_fog != I915_FOG_NONE) {
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EMIT_ATTR(_TNL_ATTRIB_FOG, EMIT_1F, S4_VFMT_FOG_PARAM, 4);
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}
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#endif
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for (i = 0; i < p->ctx->Const.MaxTextureCoordUnits; i++) {
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if (inputsRead & FRAG_BIT_TEX(i)) {
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