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author | Ville Syrjälä <ville.syrjala@linux.intel.com> | 2015-03-23 14:47:20 +0200 |
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committer | Ian Romanick <ian.d.romanick@intel.com> | 2015-10-06 11:16:19 -0700 |
commit | 08864265039437260beffcdc3471e5788d142e86 (patch) | |
tree | 7bb6ad2bf9d5e701b7ab1a03ddd83ca1431a615c /src/mesa/tnl_dd | |
parent | 83d511e1904b565490e6c8335a1d329e0fcf9c41 (diff) | |
download | external_mesa3d-08864265039437260beffcdc3471e5788d142e86.zip external_mesa3d-08864265039437260beffcdc3471e5788d142e86.tar.gz external_mesa3d-08864265039437260beffcdc3471e5788d142e86.tar.bz2 |
t_dd_dmatmp: Check provoking vertex convention when rendering quads
When drawing quads using triangles we need to be careful to make
the provoking vertices match when flat shading.
v2: Major rebase on top of Ian's other t_dd_dmatmp.h work.
Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Diffstat (limited to 'src/mesa/tnl_dd')
-rw-r--r-- | src/mesa/tnl_dd/t_dd_dmatmp.h | 46 |
1 files changed, 26 insertions, 20 deletions
diff --git a/src/mesa/tnl_dd/t_dd_dmatmp.h b/src/mesa/tnl_dd/t_dd_dmatmp.h index 04182f0..56fa1a3 100644 --- a/src/mesa/tnl_dd/t_dd_dmatmp.h +++ b/src/mesa/tnl_dd/t_dd_dmatmp.h @@ -370,28 +370,33 @@ static void TAG(render_quads_verts)(struct gl_context *ctx, GLuint count, GLuint flags) { - LOCAL_VARS; - GLuint j; - - /* Emit whole number of quads in total. */ - count -= count & 3; + if (ctx->Light.ShadeModel == GL_SMOOTH || + ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION) { + LOCAL_VARS; + GLuint j; - /* Hardware doesn't have a quad primitive type -- try to simulate it using - * triangle primitive. This is a win for gears, but is it useful in the - * broader world? - */ - INIT(GL_TRIANGLES); + /* Emit whole number of quads in total. */ + count -= count & 3; - for (j = 0; j + 3 < count; j += 4) { - void *tmp = ALLOC_VERTS(6); - /* Send v0, v1, v3 + /* Hardware doesn't have a quad primitive type -- try to simulate it using + * triangle primitive. This is a win for gears, but is it useful in the + * broader world? */ - tmp = EMIT_VERTS(ctx, start + j, 2, tmp); - tmp = EMIT_VERTS(ctx, start + j + 3, 1, tmp); - /* Send v1, v2, v3 - */ - tmp = EMIT_VERTS(ctx, start + j + 1, 3, tmp); - (void) tmp; + INIT(GL_TRIANGLES); + + for (j = 0; j + 3 < count; j += 4) { + void *tmp = ALLOC_VERTS(6); + /* Send v0, v1, v3 + */ + tmp = EMIT_VERTS(ctx, start + j, 2, tmp); + tmp = EMIT_VERTS(ctx, start + j + 3, 1, tmp); + /* Send v1, v2, v3 + */ + tmp = EMIT_VERTS(ctx, start + j + 1, 3, tmp); + (void) tmp; + } + } else { + unreachable("Cannot draw primitive"); } } @@ -465,7 +470,8 @@ static bool TAG(validate_render)(struct gl_context *ctx, ok = VB->Elts || ctx->Light.ShadeModel == GL_SMOOTH; break; case GL_QUADS: - ok = true; /* flatshading is ok. */ + ok = ctx->Light.ShadeModel == GL_SMOOTH || + ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION; break; default: break; |