Mesa (master): mesa: fix conversion errors in signed_rgba8888[rev] texel fetch
Brian Paul
brianp at kemper.freedesktop.org
Thu Apr 22 17:10:25 UTC 2010
Module: Mesa
Branch: master
Commit: 4d7ef6e06b45c75bc24f8f238bcc3d2328e53c7d
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=4d7ef6e06b45c75bc24f8f238bcc3d2328e53c7d
Author: Brian Paul <brianp at vmware.com>
Date: Thu Apr 22 08:46:46 2010 -0600
mesa: fix conversion errors in signed_rgba8888[rev] texel fetch
Without the cast the returned texel colors were wrong.
Also, we don't need the "& 0xff" part anymore.
Bug found by Vinson Lee.
---
src/mesa/main/texfetch_tmp.h | 16 ++++++++--------
1 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/src/mesa/main/texfetch_tmp.h b/src/mesa/main/texfetch_tmp.h
index e6772c8..b11ed5c 100644
--- a/src/mesa/main/texfetch_tmp.h
+++ b/src/mesa/main/texfetch_tmp.h
@@ -1215,10 +1215,10 @@ static void FETCH(signed_rgba8888)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1);
- texel[RCOMP] = BYTE_TO_FLOAT_TEX( (s >> 24) );
- texel[GCOMP] = BYTE_TO_FLOAT_TEX( (s >> 16) & 0xff );
- texel[BCOMP] = BYTE_TO_FLOAT_TEX( (s >> 8) & 0xff );
- texel[ACOMP] = BYTE_TO_FLOAT_TEX( (s ) & 0xff );
+ texel[RCOMP] = BYTE_TO_FLOAT_TEX( (GLbyte) (s >> 24) );
+ texel[GCOMP] = BYTE_TO_FLOAT_TEX( (GLbyte) (s >> 16) );
+ texel[BCOMP] = BYTE_TO_FLOAT_TEX( (GLbyte) (s >> 8) );
+ texel[ACOMP] = BYTE_TO_FLOAT_TEX( (GLbyte) (s ) );
}
#if DIM == 3
@@ -1235,10 +1235,10 @@ static void FETCH(signed_rgba8888_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1);
- texel[RCOMP] = BYTE_TO_FLOAT_TEX( (s ) & 0xff );
- texel[GCOMP] = BYTE_TO_FLOAT_TEX( (s >> 8) & 0xff );
- texel[BCOMP] = BYTE_TO_FLOAT_TEX( (s >> 16) & 0xff );
- texel[ACOMP] = BYTE_TO_FLOAT_TEX( (s >> 24) );
+ texel[RCOMP] = BYTE_TO_FLOAT_TEX( (GLbyte) (s ) );
+ texel[GCOMP] = BYTE_TO_FLOAT_TEX( (GLbyte) (s >> 8) );
+ texel[BCOMP] = BYTE_TO_FLOAT_TEX( (GLbyte) (s >> 16) );
+ texel[ACOMP] = BYTE_TO_FLOAT_TEX( (GLbyte) (s >> 24) );
}
#if DIM == 3
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