From: Brian Paul Date: Wed, 5 Apr 2006 03:23:44 +0000 (+0000) Subject: Check/use texture border color when sampling depth textures. (bug 6498) X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=9ebe3b6d369c946e41b5f6a684a4ac4e3509b67c;p=mesa.git Check/use texture border color when sampling depth textures. (bug 6498) Silence some warnings. --- diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c index 0f086835f7b..629b4ec1369 100644 --- a/src/mesa/swrast/s_texfilter.c +++ b/src/mesa/swrast/s_texfilter.c @@ -1,8 +1,8 @@ /* * Mesa 3-D graphics library - * Version: 6.5 + * Version: 6.5.1 * - * Copyright (C) 1999-2005 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -1038,6 +1038,8 @@ sample_2d_linear_repeat(GLcontext *ctx, GLfloat a, b; GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ + (void) ctx; + ASSERT(tObj->WrapS == GL_REPEAT); ASSERT(tObj->WrapT == GL_REPEAT); ASSERT(img->Border == 0); @@ -2239,8 +2241,8 @@ sample_depth_texture( GLcontext *ctx, { const GLint baseLevel = tObj->BaseLevel; const struct gl_texture_image *img = tObj->Image[0][baseLevel]; - const GLuint width = img->Width; - const GLuint height = img->Height; + const GLint width = img->Width; + const GLint height = img->Height; GLchan ambient; GLenum function; GLchan result; @@ -2285,7 +2287,12 @@ sample_depth_texture( GLcontext *ctx, /* XXX fix for texture rectangle! */ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], width, col); COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], height, row); - img->FetchTexelf(img, col, row, 0, &depthSample); + if (col >= 0 && row >= 0 && col < width && row < height) { + img->FetchTexelf(img, col, row, 0, &depthSample); + } + else { + depthSample = tObj->BorderColor[0]; + } switch (function) { case GL_LEQUAL: @@ -2373,25 +2380,25 @@ sample_depth_texture( GLcontext *ctx, /* get four depth samples from the texture */ if (useBorderTexel & (I0BIT | J0BIT)) { - depth00 = 1.0; + depth00 = tObj->BorderColor[0]; } else { img->FetchTexelf(img, i0, j0, 0, &depth00); } if (useBorderTexel & (I1BIT | J0BIT)) { - depth10 = 1.0; + depth10 = tObj->BorderColor[0]; } else { img->FetchTexelf(img, i1, j0, 0, &depth10); } if (useBorderTexel & (I0BIT | J1BIT)) { - depth01 = 1.0; + depth01 = tObj->BorderColor[0]; } else { img->FetchTexelf(img, i0, j1, 0, &depth01); } if (useBorderTexel & (I1BIT | J1BIT)) { - depth11 = 1.0; + depth11 = tObj->BorderColor[0]; } else { img->FetchTexelf(img, i1, j1, 0, &depth11);