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-rw-r--r--src/mesa/main/imports.c17
-rw-r--r--src/mesa/main/macros.h11
-rw-r--r--src/mesa/shader/prog_execute.c50
-rw-r--r--src/mesa/state_tracker/st_atom_pixeltransfer.c4
4 files changed, 47 insertions, 35 deletions
diff --git a/src/mesa/main/imports.c b/src/mesa/main/imports.c
index c9e00cf7528..f2ef84f35c1 100644
--- a/src/mesa/main/imports.c
+++ b/src/mesa/main/imports.c
@@ -460,7 +460,7 @@ _mesa_inv_sqrtf(float n)
#if 0 /* not used, see below -BP */
float r3, x3, y3;
#endif
- union { float f; unsigned int i; } u;
+ fi_type u;
unsigned int magic;
/*
@@ -649,10 +649,10 @@ _mesa_bitcount(unsigned int n)
GLhalfARB
_mesa_float_to_half(float val)
{
- const int flt = *((int *) (void *) &val);
- const int flt_m = flt & 0x7fffff;
- const int flt_e = (flt >> 23) & 0xff;
- const int flt_s = (flt >> 31) & 0x1;
+ const fi_type fi = {val};
+ const int flt_m = fi.i & 0x7fffff;
+ const int flt_e = (fi.i >> 23) & 0xff;
+ const int flt_s = (fi.i >> 31) & 0x1;
int s, e, m = 0;
GLhalfARB result;
@@ -739,7 +739,8 @@ _mesa_half_to_float(GLhalfARB val)
const int m = val & 0x3ff;
const int e = (val >> 10) & 0x1f;
const int s = (val >> 15) & 0x1;
- int flt_m, flt_e, flt_s, flt;
+ int flt_m, flt_e, flt_s;
+ fi_type fi;
float result;
/* sign bit */
@@ -774,8 +775,8 @@ _mesa_half_to_float(GLhalfARB val)
flt_m = m << 13;
}
- flt = (flt_s << 31) | (flt_e << 23) | flt_m;
- result = *((float *) (void *) &flt);
+ fi.i = (flt_s << 31) | (flt_e << 23) | flt_m;
+ result = fi.f;
return result;
}
diff --git a/src/mesa/main/macros.h b/src/mesa/main/macros.h
index 3d9a1aba98d..f0ea463fb92 100644
--- a/src/mesa/main/macros.h
+++ b/src/mesa/main/macros.h
@@ -202,17 +202,12 @@ do { \
#endif
/**
- * Copy a 4-element float vector (avoid using FPU registers)
- * XXX Could use two 64-bit moves on 64-bit systems
+ * Copy a 4-element float vector
+ * memcpy seems to be most efficient
*/
#define COPY_4FV( DST, SRC ) \
do { \
- const GLuint *_s = (const GLuint *) (SRC); \
- GLuint *_d = (GLuint *) (DST); \
- _d[0] = _s[0]; \
- _d[1] = _s[1]; \
- _d[2] = _s[2]; \
- _d[3] = _s[3]; \
+ _mesa_memcpy(DST, SRC, sizeof(GLfloat) * 4); \
} while (0)
/** Copy \p SZ elements into a 4-element vector */
diff --git a/src/mesa/shader/prog_execute.c b/src/mesa/shader/prog_execute.c
index 192d39aed1e..038ce0b4f00 100644
--- a/src/mesa/shader/prog_execute.c
+++ b/src/mesa/shader/prog_execute.c
@@ -54,8 +54,18 @@
* Set x to positive or negative infinity.
*/
#if defined(USE_IEEE) || defined(_WIN32)
-#define SET_POS_INFINITY(x) ( *((GLuint *) (void *)&x) = 0x7F800000 )
-#define SET_NEG_INFINITY(x) ( *((GLuint *) (void *)&x) = 0xFF800000 )
+#define SET_POS_INFINITY(x) \
+ do { \
+ fi_type fi; \
+ fi.i = 0x7F800000; \
+ x = fi.f; \
+ } while (0)
+#define SET_NEG_INFINITY(x) \
+ do { \
+ fi_type fi; \
+ fi.i = 0xFF800000; \
+ x = fi.f; \
+ } while (0)
#elif defined(VMS)
#define SET_POS_INFINITY(x) x = __MAXFLOAT
#define SET_NEG_INFINITY(x) x = -__MAXFLOAT
@@ -1635,11 +1645,12 @@ _mesa_execute_program(GLcontext * ctx,
case OPCODE_UP2H: /* unpack two 16-bit floats */
{
GLfloat a[4], result[4];
- const GLuint *rawBits = (const GLuint *) a;
+ fi_type fi;
GLhalfNV hx, hy;
fetch_vector1(&inst->SrcReg[0], machine, a);
- hx = rawBits[0] & 0xffff;
- hy = rawBits[0] >> 16;
+ fi.f = a[0];
+ hx = fi.i & 0xffff;
+ hy = fi.i >> 16;
result[0] = result[2] = _mesa_half_to_float(hx);
result[1] = result[3] = _mesa_half_to_float(hy);
store_vector4(inst, machine, result);
@@ -1648,11 +1659,12 @@ _mesa_execute_program(GLcontext * ctx,
case OPCODE_UP2US: /* unpack two GLushorts */
{
GLfloat a[4], result[4];
- const GLuint *rawBits = (const GLuint *) a;
+ fi_type fi;
GLushort usx, usy;
fetch_vector1(&inst->SrcReg[0], machine, a);
- usx = rawBits[0] & 0xffff;
- usy = rawBits[0] >> 16;
+ fi.f = a[0];
+ usx = fi.i & 0xffff;
+ usy = fi.i >> 16;
result[0] = result[2] = usx * (1.0f / 65535.0f);
result[1] = result[3] = usy * (1.0f / 65535.0f);
store_vector4(inst, machine, result);
@@ -1661,24 +1673,26 @@ _mesa_execute_program(GLcontext * ctx,
case OPCODE_UP4B: /* unpack four GLbytes */
{
GLfloat a[4], result[4];
- const GLuint *rawBits = (const GLuint *) a;
+ fi_type fi;
fetch_vector1(&inst->SrcReg[0], machine, a);
- result[0] = (((rawBits[0] >> 0) & 0xff) - 128) / 127.0F;
- result[1] = (((rawBits[0] >> 8) & 0xff) - 128) / 127.0F;
- result[2] = (((rawBits[0] >> 16) & 0xff) - 128) / 127.0F;
- result[3] = (((rawBits[0] >> 24) & 0xff) - 128) / 127.0F;
+ fi.f = a[0];
+ result[0] = (((fi.i >> 0) & 0xff) - 128) / 127.0F;
+ result[1] = (((fi.i >> 8) & 0xff) - 128) / 127.0F;
+ result[2] = (((fi.i >> 16) & 0xff) - 128) / 127.0F;
+ result[3] = (((fi.i >> 24) & 0xff) - 128) / 127.0F;
store_vector4(inst, machine, result);
}
break;
case OPCODE_UP4UB: /* unpack four GLubytes */
{
GLfloat a[4], result[4];
- const GLuint *rawBits = (const GLuint *) a;
+ fi_type fi;
fetch_vector1(&inst->SrcReg[0], machine, a);
- result[0] = ((rawBits[0] >> 0) & 0xff) / 255.0F;
- result[1] = ((rawBits[0] >> 8) & 0xff) / 255.0F;
- result[2] = ((rawBits[0] >> 16) & 0xff) / 255.0F;
- result[3] = ((rawBits[0] >> 24) & 0xff) / 255.0F;
+ fi.f = a[0];
+ result[0] = ((fi.i >> 0) & 0xff) / 255.0F;
+ result[1] = ((fi.i >> 8) & 0xff) / 255.0F;
+ result[2] = ((fi.i >> 16) & 0xff) / 255.0F;
+ result[3] = ((fi.i >> 24) & 0xff) / 255.0F;
store_vector4(inst, machine, result);
}
break;
diff --git a/src/mesa/state_tracker/st_atom_pixeltransfer.c b/src/mesa/state_tracker/st_atom_pixeltransfer.c
index 4b35f59cc2f..6a5854e9ba5 100644
--- a/src/mesa/state_tracker/st_atom_pixeltransfer.c
+++ b/src/mesa/state_tracker/st_atom_pixeltransfer.c
@@ -162,12 +162,14 @@ load_color_map_texture(GLcontext *ctx, struct pipe_texture *pt)
*/
for (i = 0; i < texSize; i++) {
for (j = 0; j < texSize; j++) {
+ union util_color uc;
int k = (i * texSize + j);
ubyte r = ctx->PixelMaps.RtoR.Map8[j * rSize / texSize];
ubyte g = ctx->PixelMaps.GtoG.Map8[i * gSize / texSize];
ubyte b = ctx->PixelMaps.BtoB.Map8[j * bSize / texSize];
ubyte a = ctx->PixelMaps.AtoA.Map8[i * aSize / texSize];
- util_pack_color_ub(r, g, b, a, pt->format, dest + k);
+ util_pack_color_ub(r, g, b, a, pt->format, &uc);
+ *(dest + k) = uc.ui;
}
}