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authorBrian Paul <[email protected]>2006-09-10 17:42:57 +0000
committerBrian Paul <[email protected]>2006-09-10 17:42:57 +0000
commitcb535550588852175f22fd17ad080bc213021881 (patch)
treebaa49c7784e4fd0016ae67be368a59b8ff4a1ec6 /src/mesa/main/image.c
parentef8244df1a195f227b1cdf2f944b7fd7a9917adf (diff)
Redefine the BYTE_TO_FLOAT() and SHORT_TO_FLOAT() macros to avoid problems
converting 0 to exactly 0.0 This goes against the OpenGL spec (see table 2.6) but solves problems when doing byte -> float -> ubyte conversion for particular texture formats.
Diffstat (limited to 'src/mesa/main/image.c')
-rw-r--r--src/mesa/main/image.c24
1 files changed, 20 insertions, 4 deletions
diff --git a/src/mesa/main/image.c b/src/mesa/main/image.c
index a5074efe176..b46e323db24 100644
--- a/src/mesa/main/image.c
+++ b/src/mesa/main/image.c
@@ -39,6 +39,22 @@
#include "pixel.h"
+/**
+ * NOTE:
+ * Normally, BYTE_TO_FLOAT(0) returns 0.00392 That causes problems when
+ * we later convert the float to a packed integer value (such as for
+ * GL_RGB5_A1) because we'll wind up with a non-zero value.
+ *
+ * We redefine the macros here so zero is handled correctly.
+ */
+#undef BYTE_TO_FLOAT
+#define BYTE_TO_FLOAT(B) ((B) == 0 ? 0.0F : ((2.0F * (B) + 1.0F) * (1.0F/255.0F)))
+
+#undef SHORT_TO_FLOAT
+#define SHORT_TO_FLOAT(S) ((S) == 0 ? 0.0F : ((2.0F * (S) + 1.0F) * (1.0F/65535.0F)))
+
+
+
/** Compute ceiling of integer quotient of A divided by B. */
#define CEILING( A, B ) ( (A) % (B) == 0 ? (A)/(B) : (A)/(B)+1 )
@@ -398,10 +414,6 @@ _mesa_is_legal_format_and_type( GLcontext *ctx, GLenum format, GLenum type )
case GL_INT:
case GL_UNSIGNED_INT:
case GL_FLOAT:
- case GL_UNSIGNED_BYTE_3_3_2:
- case GL_UNSIGNED_BYTE_2_3_3_REV:
- case GL_UNSIGNED_SHORT_5_6_5:
- case GL_UNSIGNED_SHORT_5_6_5_REV:
return GL_TRUE;
case GL_HALF_FLOAT_ARB:
return ctx->Extensions.ARB_half_float_pixel;
@@ -417,6 +429,10 @@ _mesa_is_legal_format_and_type( GLcontext *ctx, GLenum format, GLenum type )
case GL_INT:
case GL_UNSIGNED_INT:
case GL_FLOAT:
+ case GL_UNSIGNED_BYTE_3_3_2:
+ case GL_UNSIGNED_BYTE_2_3_3_REV:
+ case GL_UNSIGNED_SHORT_5_6_5:
+ case GL_UNSIGNED_SHORT_5_6_5_REV:
return GL_TRUE;
case GL_HALF_FLOAT_ARB:
return ctx->Extensions.ARB_half_float_pixel;