From fde15a2bae2f2ca552763705f12d53e4606feabf Mon Sep 17 00:00:00 2001 From: Brian Date: Sat, 14 Apr 2007 09:33:20 -0600 Subject: [PATCH] Fix sample_depth_texture() to handle texture rectangle coords. --- src/mesa/swrast/s_texfilter.c | 115 +++++++++++++++++++++++++--------- 1 file changed, 85 insertions(+), 30 deletions(-) diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c index b2c5574d95d..5413fc04101 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: 6.5.2 + * Version: 6.5.3 * - * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2007 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"), @@ -2026,6 +2026,60 @@ sample_lambda_cube( GLcontext *ctx, /* Texture Rectangle Sampling Functions */ /**********************************************************************/ + +/** + * Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode. + */ +static INLINE GLint +clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max) +{ + if (wrapMode == GL_CLAMP) { + return IFLOOR( CLAMP(coord, 0.0F, max - 1) ); + } + else if (wrapMode == GL_CLAMP_TO_EDGE) { + return IFLOOR( CLAMP(coord, 0.5F, max - 0.5F) ); + } + else { + return IFLOOR( CLAMP(coord, -0.5F, max + 0.5F) ); + } +} + + +/* + * As above, but GL_LINEAR filtering. + */ +static INLINE void +clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max, + GLint *i0out, GLint *i1out) +{ + GLfloat fcol; + GLint i0, i1; + if (wrapMode == GL_CLAMP) { + /* Not exactly what the spec says, but it matches NVIDIA output */ + fcol = CLAMP(coord - 0.5F, 0.0, max-1); + i0 = IFLOOR(fcol); + i1 = i0 + 1; + } + else if (wrapMode == GL_CLAMP_TO_EDGE) { + fcol = CLAMP(coord, 0.5F, max - 0.5F); + fcol -= 0.5F; + i0 = IFLOOR(fcol); + i1 = i0 + 1; + if (i1 > max - 1) + i1 = max - 1; + } + else { + ASSERT(wrapMode == GL_CLAMP_TO_BORDER); + fcol = CLAMP(coord, -0.5F, max + 0.5F); + fcol -= 0.5F; + i0 = IFLOOR(fcol); + i1 = i0 + 1; + } + *i0out = i0; + *i1out = i1; +} + + static void sample_nearest_rect(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, @@ -2050,29 +2104,10 @@ sample_nearest_rect(GLcontext *ctx, tObj->WrapT == GL_CLAMP_TO_BORDER); ASSERT(img->_BaseFormat != GL_COLOR_INDEX); - /* XXX move Wrap mode tests outside of loops for common cases */ for (i = 0; i < n; i++) { GLint row, col; - /* NOTE: we DO NOT use [0, 1] texture coordinates! */ - if (tObj->WrapS == GL_CLAMP) { - col = IFLOOR( CLAMP(texcoords[i][0], 0.0F, width - 1) ); - } - else if (tObj->WrapS == GL_CLAMP_TO_EDGE) { - col = IFLOOR( CLAMP(texcoords[i][0], 0.5F, width - 0.5F) ); - } - else { - col = IFLOOR( CLAMP(texcoords[i][0], -0.5F, width + 0.5F) ); - } - if (tObj->WrapT == GL_CLAMP) { - row = IFLOOR( CLAMP(texcoords[i][1], 0.0F, height - 1) ); - } - else if (tObj->WrapT == GL_CLAMP_TO_EDGE) { - row = IFLOOR( CLAMP(texcoords[i][1], 0.5F, height - 0.5F) ); - } - else { - row = IFLOOR( CLAMP(texcoords[i][1], -0.5F, height + 0.5F) ); - } - + col = clamp_rect_coord_nearest(tObj->WrapS, texcoords[i][0], width); + row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); if (col < 0 || col > width_minus_1 || row < 0 || row > height_minus_1) COPY_CHAN4(rgba[i], tObj->_BorderChan); else @@ -2286,9 +2321,17 @@ sample_depth_texture( GLcontext *ctx, for (i = 0; i < n; i++) { GLfloat depthSample; GLint col, row; - /* 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); + + if (tObj->Target == GL_TEXTURE_RECTANGLE_ARB) { + col = clamp_rect_coord_nearest(tObj->WrapS, texcoords[i][0], width); + row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); + } + else { + COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], + width, col); + COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], + height, row); + } if (col >= 0 && row >= 0 && col < width && row < height) { img->FetchTexelf(img, col, row, 0, &depthSample); } @@ -2362,9 +2405,18 @@ sample_depth_texture( GLcontext *ctx, GLfloat u, v; GLuint useBorderTexel; - /* XXX fix for texture rectangle! */ - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], u, width, i0, i1); - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1], v, height,j0, j1); + if (tObj->Target == GL_TEXTURE_RECTANGLE_ARB) { + clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0], + width, &i0, &i1); + clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1], + height, &j0, &j1); + } + else { + COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], + u, width, i0, i1); + COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1], + v, height,j0, j1); + } useBorderTexel = 0; if (img->Border) { @@ -2727,7 +2779,10 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, return &sample_nearest_cube; } case GL_TEXTURE_RECTANGLE_NV: - if (needLambda) { + if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { + return &sample_depth_texture; + } + else if (needLambda) { return &sample_lambda_rect; } else if (t->MinFilter == GL_LINEAR) { -- 2.30.2