* If A is a signed integer, A % B doesn't give the right value for A < 0
* (in terms of texture repeat). Just casting to unsigned fixes that.
*/
-#define REMAINDER(A, B) ((unsigned) (A) % (unsigned) (B))
+#define REMAINDER(A, B) (((A) + (B) * 1024) % (B))
/**
fcol -= 0.5F;
i0 = IFLOOR(fcol);
i1 = i0 + 1;
+ break;
default:
_mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_linear");
i0 = i1 = 0;
const struct gl_texture_image *img,
GLfloat rgba[4])
{
- switch (img->TexFormat->BaseFormat) {
+ switch (img->_BaseFormat) {
case GL_RGB:
rgba[0] = tObj->BorderColor[0];
rgba[1] = tObj->BorderColor[1];
ASSERT(tObj->WrapS == GL_REPEAT);
ASSERT(tObj->WrapT == GL_REPEAT);
ASSERT(img->Border == 0);
- ASSERT(img->TexFormat->BaseFormat != GL_COLOR_INDEX);
+ ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
ASSERT(img->_IsPowerOfTwo);
linear_repeat_texel_location(width, texcoord[0], &i0, &i1, &wi);
opt_sample_rgb_2d(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
- const GLfloat lambda[], GLchan rgba[][4])
+ const GLfloat lambda[], GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
const GLfloat width = (GLfloat) img->Width;
ASSERT(tObj->WrapS==GL_REPEAT);
ASSERT(tObj->WrapT==GL_REPEAT);
ASSERT(img->Border==0);
- ASSERT(img->TexFormat->MesaFormat==MESA_FORMAT_RGB);
+ ASSERT(img->TexFormat == MESA_FORMAT_RGB);
ASSERT(img->_IsPowerOfTwo);
for (k=0; k<n; k++) {
GLint j = IFLOOR(texcoords[k][1] * height) & rowMask;
GLint pos = (j << shift) | i;
GLchan *texel = ((GLchan *) img->Data) + 3*pos;
- rgba[k][RCOMP] = texel[0];
- rgba[k][GCOMP] = texel[1];
- rgba[k][BCOMP] = texel[2];
+ rgba[k][RCOMP] = CHAN_TO_FLOAT(texel[0]);
+ rgba[k][GCOMP] = CHAN_TO_FLOAT(texel[1]);
+ rgba[k][BCOMP] = CHAN_TO_FLOAT(texel[2]);
}
}
opt_sample_rgba_2d(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
- const GLfloat lambda[], GLchan rgba[][4])
+ const GLfloat lambda[], GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
const GLfloat width = (GLfloat) img->Width;
ASSERT(tObj->WrapS==GL_REPEAT);
ASSERT(tObj->WrapT==GL_REPEAT);
ASSERT(img->Border==0);
- ASSERT(img->TexFormat->MesaFormat==MESA_FORMAT_RGBA);
+ ASSERT(img->TexFormat == MESA_FORMAT_RGBA);
ASSERT(img->_IsPowerOfTwo);
for (i = 0; i < n; i++) {
const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask;
const GLint pos = (row << shift) | col;
const GLchan *texel = ((GLchan *) img->Data) + (pos << 2); /* pos*4 */
- COPY_4V(rgba[i], texel);
+ rgba[i][RCOMP] = CHAN_TO_FLOAT(texel[0]);
+ rgba[i][GCOMP] = CHAN_TO_FLOAT(texel[1]);
+ rgba[i][BCOMP] = CHAN_TO_FLOAT(texel[2]);
+ rgba[i][ACOMP] = CHAN_TO_FLOAT(texel[3]);
}
}
const GLboolean repeatNoBorderPOT = (tObj->WrapS == GL_REPEAT)
&& (tObj->WrapT == GL_REPEAT)
&& (tImg->Border == 0 && (tImg->Width == tImg->RowStride))
- && (tImg->TexFormat->BaseFormat != GL_COLOR_INDEX)
+ && (tImg->_BaseFormat != GL_COLOR_INDEX)
&& tImg->_IsPowerOfTwo;
ASSERT(lambda != NULL);
switch (tObj->MinFilter) {
case GL_NEAREST:
if (repeatNoBorderPOT) {
- switch (tImg->TexFormat->MesaFormat) {
-#if 0
+ switch (tImg->TexFormat) {
case MESA_FORMAT_RGB:
opt_sample_rgb_2d(ctx, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
opt_sample_rgba_2d(ctx, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
break;
-#endif
default:
sample_nearest_2d(ctx, tObj, m, texcoords + minStart,
NULL, rgba + minStart );
switch (tObj->MagFilter) {
case GL_NEAREST:
if (repeatNoBorderPOT) {
- switch (tImg->TexFormat->MesaFormat) {
-#if 0
+ switch (tImg->TexFormat) {
case MESA_FORMAT_RGB:
opt_sample_rgb_2d(ctx, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
opt_sample_rgba_2d(ctx, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
break;
-#endif
default:
sample_nearest_2d(ctx, tObj, m, texcoords + magStart,
NULL, rgba + magStart );
GLuint face;
GLfloat sc, tc, ma;
- if (arx > ary && arx > arz) {
+ if (arx >= ary && arx >= arz) {
if (rx >= 0.0F) {
face = FACE_POS_X;
sc = -rz;
ma = arx;
}
}
- else if (ary > arx && ary > arz) {
+ else if (ary >= arx && ary >= arz) {
if (ry >= 0.0F) {
face = FACE_POS_Y;
sc = rx;
}
}
- newCoord[0] = ( sc / ma + 1.0F ) * 0.5F;
- newCoord[1] = ( tc / ma + 1.0F ) * 0.5F;
+ {
+ const float ima = 1.0F / ma;
+ newCoord[0] = ( sc * ima + 1.0F ) * 0.5F;
+ newCoord[1] = ( tc * ima + 1.0F ) * 0.5F;
+ }
+
return (const struct gl_texture_image **) texObj->Image[face];
}
ASSERT(tObj->WrapT == GL_CLAMP ||
tObj->WrapT == GL_CLAMP_TO_EDGE ||
tObj->WrapT == GL_CLAMP_TO_BORDER);
- ASSERT(img->TexFormat->BaseFormat != GL_COLOR_INDEX);
+ ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
for (i = 0; i < n; i++) {
GLint row, col;
ASSERT(tObj->WrapT == GL_CLAMP ||
tObj->WrapT == GL_CLAMP_TO_EDGE ||
tObj->WrapT == GL_CLAMP_TO_BORDER);
- ASSERT(img->TexFormat->BaseFormat != GL_COLOR_INDEX);
+ ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
for (i = 0; i < n; i++) {
GLint i0, j0, i1, j1;
(void) lambda;
- ASSERT(img->TexFormat->BaseFormat == GL_DEPTH_COMPONENT ||
- img->TexFormat->BaseFormat == GL_DEPTH_STENCIL_EXT);
+ ASSERT(img->_BaseFormat == GL_DEPTH_COMPONENT ||
+ img->_BaseFormat == GL_DEPTH_STENCIL_EXT);
ASSERT(tObj->Target == GL_TEXTURE_1D ||
tObj->Target == GL_TEXTURE_2D ||
}
else {
const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
- const GLenum format = t->Image[0][t->BaseLevel]->TexFormat->BaseFormat;
+ const GLenum format = t->Image[0][t->BaseLevel]->_BaseFormat;
switch (t->Target) {
case GL_TEXTURE_1D:
}
else {
/* check for a few optimized cases */
-#if 0
const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
ASSERT(t->MinFilter == GL_NEAREST);
if (t->WrapS == GL_REPEAT &&
t->WrapT == GL_REPEAT &&
img->_IsPowerOfTwo &&
img->Border == 0 &&
- img->TexFormat->MesaFormat == MESA_FORMAT_RGB) {
+ img->TexFormat == MESA_FORMAT_RGB) {
return &opt_sample_rgb_2d;
}
else if (t->WrapS == GL_REPEAT &&
t->WrapT == GL_REPEAT &&
img->_IsPowerOfTwo &&
img->Border == 0 &&
- img->TexFormat->MesaFormat == MESA_FORMAT_RGBA) {
+ img->TexFormat == MESA_FORMAT_RGBA) {
return &opt_sample_rgba_2d;
}
-#else
- if (0)
- ;
-#endif
else {
return &sample_nearest_2d;
}