diff options
author | Brian Paul <[email protected]> | 2006-09-10 17:42:57 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2006-09-10 17:42:57 +0000 |
commit | cb535550588852175f22fd17ad080bc213021881 (patch) | |
tree | baa49c7784e4fd0016ae67be368a59b8ff4a1ec6 /src | |
parent | ef8244df1a195f227b1cdf2f944b7fd7a9917adf (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')
-rw-r--r-- | src/mesa/main/image.c | 24 |
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; |