diff options
author | Brian Paul <[email protected]> | 2010-04-22 08:46:46 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2010-04-22 11:06:19 -0600 |
commit | 4d7ef6e06b45c75bc24f8f238bcc3d2328e53c7d (patch) | |
tree | 43d84760c443971c5b737743f39e5513224ff70b /src/mesa/main/texfetch_tmp.h | |
parent | 986eb4b99fd9304abc949407e48dade5e122712e (diff) |
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.
Diffstat (limited to 'src/mesa/main/texfetch_tmp.h')
-rw-r--r-- | 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 e6772c89f36..b11ed5c39a3 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 |