*/
+#include "c99_math.h"
#include "main/glheader.h"
#include "main/context.h"
-#include "main/colormac.h"
#include "main/imports.h"
+#include "main/macros.h"
#include "main/samplerobj.h"
#include "main/teximage.h"
#include "main/texobj.h"
}
break;
case GL_MIRROR_CLAMP_EXT:
- u = FABSF(s);
+ u = fabsf(s);
if (u >= 1.0F)
u = (GLfloat) size;
else
*i1 = *i0 + 1;
break;
case GL_MIRROR_CLAMP_TO_EDGE_EXT:
- u = FABSF(s);
+ u = fabsf(s);
if (u >= 1.0F)
u = (GLfloat) size;
else
{
const GLfloat min = -1.0F / (2.0F * size);
const GLfloat max = 1.0F - min;
- u = FABSF(s);
+ u = fabsf(s);
if (u <= min)
u = min * size;
else if (u >= max)
{
/* s limited to [0,1] */
/* i limited to [0,size-1] */
- const GLfloat u = FABSF(s);
+ const GLfloat u = fabsf(s);
if (u <= 0.0F)
i = 0;
else if (u >= 1.0F)
/* i limited to [0, size-1] */
const GLfloat min = 1.0F / (2.0F * size);
const GLfloat max = 1.0F - min;
- const GLfloat u = FABSF(s);
+ const GLfloat u = fabsf(s);
if (u < min)
i = 0;
else if (u > max)
/* i limited to [0, size-1] */
const GLfloat min = -1.0F / (2.0F * size);
const GLfloat max = 1.0F - min;
- const GLfloat u = FABSF(s);
+ const GLfloat u = fabsf(s);
if (u < min)
i = -1;
else if (u > max)
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
const GLboolean adjustLOD =
(texUnit->LodBias + samp->LodBias != 0.0F)
- || (samp->MinLod != -1000.0 || samp->MaxLod != 1000.0);
+ || (samp->MinLod != -1000.0F || samp->MaxLod != 1000.0F);
GLuint i;
ctx->Const.MaxTextureLodBias);
lod += bias;
- if (samp->MinLod != -1000.0 ||
- samp->MaxLod != 1000.0) {
+ if (samp->MinLod != -1000.0F ||
+ samp->MaxLod != 1000.0F) {
/* apply LOD clamping to lambda */
lod = CLAMP(lod, samp->MinLod, samp->MaxLod);
}
const GLfloat rx = texcoord[0];
const GLfloat ry = texcoord[1];
const GLfloat rz = texcoord[2];
- const GLfloat arx = FABSF(rx), ary = FABSF(ry), arz = FABSF(rz);
+ const GLfloat arx = fabsf(rx), ary = fabsf(ry), arz = fabsf(rz);
GLuint face;
GLfloat sc, tc, ma;
const struct gl_sampler_object *sampler)
{
if (!t || !_mesa_is_texture_complete(t, sampler)) {
- return &null_sample_func;
+ return null_sample_func;
}
else {
const GLboolean needLambda =
switch (t->Target) {
case GL_TEXTURE_1D:
if (is_depth_texture(t)) {
- return &sample_depth_texture;
+ return sample_depth_texture;
}
else if (needLambda) {
- return &sample_lambda_1d;
+ return sample_lambda_1d;
}
else if (sampler->MinFilter == GL_LINEAR) {
- return &sample_linear_1d;
+ return sample_linear_1d;
}
else {
assert(sampler->MinFilter == GL_NEAREST);
- return &sample_nearest_1d;
+ return sample_nearest_1d;
}
case GL_TEXTURE_2D:
if (is_depth_texture(t)) {
- return &sample_depth_texture;
+ return sample_depth_texture;
}
else if (needLambda) {
/* Anisotropic filtering extension. Activated only if mipmaps are used */
- if (sampler->MaxAnisotropy > 1.0 &&
+ if (sampler->MaxAnisotropy > 1.0F &&
sampler->MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
- return &sample_lambda_2d_aniso;
+ return sample_lambda_2d_aniso;
}
- return &sample_lambda_2d;
+ return sample_lambda_2d;
}
else if (sampler->MinFilter == GL_LINEAR) {
- return &sample_linear_2d;
+ return sample_linear_2d;
}
else {
/* check for a few optimized cases */
}
case GL_TEXTURE_3D:
if (needLambda) {
- return &sample_lambda_3d;
+ return sample_lambda_3d;
}
else if (sampler->MinFilter == GL_LINEAR) {
- return &sample_linear_3d;
+ return sample_linear_3d;
}
else {
assert(sampler->MinFilter == GL_NEAREST);
- return &sample_nearest_3d;
+ return sample_nearest_3d;
}
case GL_TEXTURE_CUBE_MAP:
if (needLambda) {
- return &sample_lambda_cube;
+ return sample_lambda_cube;
}
else if (sampler->MinFilter == GL_LINEAR) {
- return &sample_linear_cube;
+ return sample_linear_cube;
}
else {
assert(sampler->MinFilter == GL_NEAREST);
- return &sample_nearest_cube;
+ return sample_nearest_cube;
}
case GL_TEXTURE_RECTANGLE_NV:
if (is_depth_texture(t)) {
- return &sample_depth_texture;
+ return sample_depth_texture;
}
else if (needLambda) {
- return &sample_lambda_rect;
+ return sample_lambda_rect;
}
else if (sampler->MinFilter == GL_LINEAR) {
- return &sample_linear_rect;
+ return sample_linear_rect;
}
else {
assert(sampler->MinFilter == GL_NEAREST);
- return &sample_nearest_rect;
+ return sample_nearest_rect;
}
case GL_TEXTURE_1D_ARRAY_EXT:
if (is_depth_texture(t)) {
- return &sample_depth_texture;
+ return sample_depth_texture;
}
else if (needLambda) {
- return &sample_lambda_1d_array;
+ return sample_lambda_1d_array;
}
else if (sampler->MinFilter == GL_LINEAR) {
- return &sample_linear_1d_array;
+ return sample_linear_1d_array;
}
else {
assert(sampler->MinFilter == GL_NEAREST);
- return &sample_nearest_1d_array;
+ return sample_nearest_1d_array;
}
case GL_TEXTURE_2D_ARRAY_EXT:
if (is_depth_texture(t)) {
- return &sample_depth_texture;
+ return sample_depth_texture;
}
else if (needLambda) {
- return &sample_lambda_2d_array;
+ return sample_lambda_2d_array;
}
else if (sampler->MinFilter == GL_LINEAR) {
- return &sample_linear_2d_array;
+ return sample_linear_2d_array;
}
else {
assert(sampler->MinFilter == GL_NEAREST);
- return &sample_nearest_2d_array;
+ return sample_nearest_2d_array;
}
default:
_mesa_problem(ctx,
"invalid target in _swrast_choose_texture_sample_func");
- return &null_sample_func;
+ return null_sample_func;
}
}
}