diff options
Diffstat (limited to 'src/mesa/swrast/s_texture.c')
-rw-r--r-- | src/mesa/swrast/s_texture.c | 70 |
1 files changed, 35 insertions, 35 deletions
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c index 2342179a4e6..2576a181c35 100644 --- a/src/mesa/swrast/s_texture.c +++ b/src/mesa/swrast/s_texture.c @@ -1,8 +1,8 @@ /* * Mesa 3-D graphics library - * Version: 5.1 + * Version: 6.1 * - * Copyright (C) 1999-2003 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2004 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -787,7 +787,7 @@ sample_1d_nearest(GLcontext *ctx, COPY_CHAN4(rgba, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i, 0, 0, (GLvoid *) rgba); + img->FetchTexelc(img, i, 0, 0, rgba); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, rgba[0], rgba); } @@ -839,7 +839,7 @@ sample_1d_linear(GLcontext *ctx, COPY_CHAN4(t0, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i0, 0, 0, (GLvoid *) t0); + img->FetchTexelc(img, i0, 0, 0, t0); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t0[0], t0); } @@ -848,7 +848,7 @@ sample_1d_linear(GLcontext *ctx, COPY_CHAN4(t1, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i1, 0, 0, (GLvoid *) t1); + img->FetchTexelc(img, i1, 0, 0, t1); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t1[0], t1); } @@ -1116,7 +1116,7 @@ sample_2d_nearest(GLcontext *ctx, COPY_CHAN4(rgba, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i, j, 0, (GLvoid *) rgba); + img->FetchTexelc(img, i, j, 0, rgba); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, rgba[0], rgba); } @@ -1184,7 +1184,7 @@ sample_2d_linear(GLcontext *ctx, COPY_CHAN4(t00, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i0, j0, 0, (GLvoid *) t00); + img->FetchTexelc(img, i0, j0, 0, t00); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t00[0], t00); } @@ -1193,7 +1193,7 @@ sample_2d_linear(GLcontext *ctx, COPY_CHAN4(t10, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i1, j0, 0, (GLvoid *) t10); + img->FetchTexelc(img, i1, j0, 0, t10); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t10[0], t10); } @@ -1202,7 +1202,7 @@ sample_2d_linear(GLcontext *ctx, COPY_CHAN4(t01, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i0, j1, 0, (GLvoid *) t01); + img->FetchTexelc(img, i0, j1, 0, t01); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t01[0], t01); } @@ -1211,7 +1211,7 @@ sample_2d_linear(GLcontext *ctx, COPY_CHAN4(t11, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i1, j1, 0, (GLvoid *) t11); + img->FetchTexelc(img, i1, j1, 0, t11); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t11[0], t11); } @@ -1292,10 +1292,10 @@ sample_2d_linear_repeat(GLcontext *ctx, GLchan t01[4]; GLchan t11[4]; - (*img->FetchTexel)(img, i0, j0, 0, (GLvoid *) t00); - (*img->FetchTexel)(img, i1, j0, 0, (GLvoid *) t10); - (*img->FetchTexel)(img, i0, j1, 0, (GLvoid *) t01); - (*img->FetchTexel)(img, i1, j1, 0, (GLvoid *) t11); + img->FetchTexelc(img, i0, j0, 0, t00); + img->FetchTexelc(img, i1, j0, 0, t10); + img->FetchTexelc(img, i0, j1, 0, t01); + img->FetchTexelc(img, i1, j1, 0, t11); #if CHAN_TYPE == GL_FLOAT rgba[0] = w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]; @@ -1710,7 +1710,7 @@ sample_3d_nearest(GLcontext *ctx, COPY_CHAN4(rgba, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i, j, k, (GLvoid *) rgba); + img->FetchTexelc(img, i, j, k, rgba); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, rgba[0], rgba); } @@ -1793,7 +1793,7 @@ sample_3d_linear(GLcontext *ctx, COPY_CHAN4(t000, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i0, j0, k0, (GLvoid *) t000); + img->FetchTexelc(img, i0, j0, k0, t000); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t000[0], t000); } @@ -1802,7 +1802,7 @@ sample_3d_linear(GLcontext *ctx, COPY_CHAN4(t100, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i1, j0, k0, (GLvoid *) t100); + img->FetchTexelc(img, i1, j0, k0, t100); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t100[0], t100); } @@ -1811,7 +1811,7 @@ sample_3d_linear(GLcontext *ctx, COPY_CHAN4(t010, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i0, j1, k0, (GLvoid *) t010); + img->FetchTexelc(img, i0, j1, k0, t010); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t010[0], t010); } @@ -1820,7 +1820,7 @@ sample_3d_linear(GLcontext *ctx, COPY_CHAN4(t110, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i1, j1, k0, (GLvoid *) t110); + img->FetchTexelc(img, i1, j1, k0, t110); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t110[0], t110); } @@ -1830,7 +1830,7 @@ sample_3d_linear(GLcontext *ctx, COPY_CHAN4(t001, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i0, j0, k1, (GLvoid *) t001); + img->FetchTexelc(img, i0, j0, k1, t001); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t001[0], t001); } @@ -1839,7 +1839,7 @@ sample_3d_linear(GLcontext *ctx, COPY_CHAN4(t101, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i1, j0, k1, (GLvoid *) t101); + img->FetchTexelc(img, i1, j0, k1, t101); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t101[0], t101); } @@ -1848,7 +1848,7 @@ sample_3d_linear(GLcontext *ctx, COPY_CHAN4(t011, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i0, j1, k1, (GLvoid *) t011); + img->FetchTexelc(img, i0, j1, k1, t011); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t011[0], t011); } @@ -1857,7 +1857,7 @@ sample_3d_linear(GLcontext *ctx, COPY_CHAN4(t111, tObj->_BorderChan); } else { - (*img->FetchTexel)(img, i1, j1, k1, (GLvoid *) t111); + img->FetchTexelc(img, i1, j1, k1, t111); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t111[0], t111); } @@ -2449,7 +2449,7 @@ sample_nearest_rect(GLcontext *ctx, GLuint texUnit, col = CLAMP(col, 0, width_minus_1); row = CLAMP(row, 0, height_minus_1); - (*img->FetchTexel)(img, col, row, 0, (GLvoid *) rgba[i]); + img->FetchTexelc(img, col, row, 0, rgba[i]); } } @@ -2516,10 +2516,10 @@ sample_linear_rect(GLcontext *ctx, GLuint texUnit, row1 = CLAMP(row1, 0, height_minus_1); /* get four texel samples */ - (*img->FetchTexel)(img, col0, row0, 0, (GLvoid *) t00); - (*img->FetchTexel)(img, col1, row0, 0, (GLvoid *) t10); - (*img->FetchTexel)(img, col0, row1, 0, (GLvoid *) t01); - (*img->FetchTexel)(img, col1, row1, 0, (GLvoid *) t11); + img->FetchTexelc(img, col0, row0, 0, t00); + img->FetchTexelc(img, col1, row0, 0, t10); + img->FetchTexelc(img, col0, row1, 0, t01); + img->FetchTexelc(img, col1, row1, 0, t11); /* compute sample weights */ a = FRAC(fcol); @@ -2635,7 +2635,7 @@ sample_depth_texture( GLcontext *ctx, GLuint unit, /* XXX fix for texture rectangle! */ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], width, col); COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], height, row); - depthSample = *((const GLfloat *) texImage->Data + row * width + col); + texImage->FetchTexelf(texImage, col, row, 0, &depthSample); switch (function) { case GL_LEQUAL: @@ -2726,25 +2726,25 @@ sample_depth_texture( GLcontext *ctx, GLuint unit, depth00 = 1.0; } else { - depth00 = *((const GLfloat *) texImage->Data + j0 * width + i0); + texImage->FetchTexelf(texImage, i0, j0, 0, &depth00); } if (useBorderTexel & (I1BIT | J0BIT)) { depth10 = 1.0; } else { - depth10 = *((const GLfloat *) texImage->Data + j0 * width + i1); + texImage->FetchTexelf(texImage, i1, j0, 0, &depth10); } if (useBorderTexel & (I0BIT | J1BIT)) { depth01 = 1.0; } else { - depth01 = *((const GLfloat *) texImage->Data + j1 * width + i0); + texImage->FetchTexelf(texImage, i0, j1, 0, &depth01); } if (useBorderTexel & (I1BIT | J1BIT)) { depth11 = 1.0; } else { - depth11 = *((const GLfloat *) texImage->Data + j1 * width + i1); + texImage->FetchTexelf(texImage, i1, j1, 0, &depth11); } if (0) { @@ -2943,8 +2943,8 @@ sample_depth_texture2(const GLcontext *ctx, count = 0; for (jj = jmin; jj <= jmax; jj++) { for (ii = imin; ii <= imax; ii++) { - GLfloat depthSample = *((const GLfloat *) texImage->Data - + jj * width + ii); + GLfloat depthSample; + texImage->FetchTexelf(texImage, ii, jj, 0, &depthSample); if ((depthSample <= r[i] && lequal) || (depthSample >= r[i] && gequal)) { count++; |