mesa: do object-space lighting in ffvertex_prog.c
Start pulling over some of the optimizations from the fixed function paths.
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@@ -134,10 +134,6 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
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value[3] = 1.0;
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}
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return;
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case STATE_POSITION_NORMALIZED:
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COPY_4V(value, ctx->Light.Light[ln].EyePosition);
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NORMALIZE_3FV( value );
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return;
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default:
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_mesa_problem(ctx, "Invalid light state in fetch_state");
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return;
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@@ -431,15 +427,46 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
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value[2] = ctx->Fog.Density * ONE_DIV_LN2;
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value[3] = ctx->Fog.Density * ONE_DIV_SQRT_LN2;
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return;
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case STATE_SPOT_DIR_NORMALIZED: {
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case STATE_LIGHT_SPOT_DIR_NORMALIZED: {
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/* here, state[2] is the light number */
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/* pre-normalize spot dir */
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const GLuint ln = (GLuint) state[2];
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COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
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NORMALIZE_3FV(value);
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COPY_3V(value, ctx->Light.Light[ln]._NormDirection);
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value[3] = ctx->Light.Light[ln]._CosCutoff;
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return;
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}
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case STATE_LIGHT_POSITION: {
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const GLuint ln = (GLuint) state[2];
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COPY_4V(value, ctx->Light.Light[ln]._Position);
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return;
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}
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case STATE_LIGHT_POSITION_NORMALIZED: {
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const GLuint ln = (GLuint) state[2];
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COPY_4V(value, ctx->Light.Light[ln]._Position);
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NORMALIZE_3FV( value );
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return;
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}
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case STATE_LIGHT_HALF_VECTOR: {
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const GLuint ln = (GLuint) state[2];
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GLfloat p[3];
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/* Compute infinite half angle vector:
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* halfVector = normalize(normalize(lightPos) + (0, 0, 1))
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* light.EyePosition.w should be 0 for infinite lights.
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*/
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COPY_3V(p, ctx->Light.Light[ln]._Position);
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NORMALIZE_3FV(p);
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ADD_3V(value, p, ctx->_EyeZDir);
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NORMALIZE_3FV(value);
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value[3] = 1.0;
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return;
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}
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case STATE_PT_SCALE:
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value[0] = ctx->Pixel.RedScale;
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value[1] = ctx->Pixel.GreenScale;
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@@ -696,7 +723,6 @@ append_token(char *dst, gl_state_index k)
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append(dst, "normalScale");
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break;
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case STATE_INTERNAL:
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case STATE_POSITION_NORMALIZED:
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append(dst, "(internal)");
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break;
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case STATE_PT_SCALE:
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