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authorBrian Paul <[email protected]>2010-04-22 08:46:46 -0600
committerBrian Paul <[email protected]>2010-04-22 11:06:19 -0600
commit4d7ef6e06b45c75bc24f8f238bcc3d2328e53c7d (patch)
tree43d84760c443971c5b737743f39e5513224ff70b /src/mesa
parent986eb4b99fd9304abc949407e48dade5e122712e (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')
-rw-r--r--src/mesa/main/texfetch_tmp.h16
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