Moved FRAC macro out of mmath.h into s_texture.c since it's only used there

and doesn't do what one might expect for negative values.
Reimplemented FRAC in terms of floor() to fix glitches seen in tests/texwrap.c.
Minor fix for problem with GL_CLAMP_TO_BORDER_ARB with GL_NEAREST sampling.
This commit is contained in:
Brian Paul
2001-04-12 15:18:07 +00:00
parent 93de8d3d86
commit 608889d18f

View File

@@ -1,4 +1,4 @@
/* $Id: s_texture.c,v 1.22 2001/04/10 15:25:45 brianp Exp $ */
/* $Id: s_texture.c,v 1.23 2001/04/12 15:18:07 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -199,6 +199,15 @@
/*
* Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes
* see 1-pixel bands of improperly weighted linear-sampled texels.
* In particular, #define FRAC(f) ((f) - IFLOOR(f)) doesn't work.
* Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
* Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
*/
#define FRAC(f) ((f) - floor(f))
/*
* Bitflags for texture border color sampling.
@@ -285,10 +294,16 @@ sample_1d_nearest(GLcontext *ctx,
/* skip over the border, if any */
i += img->Border;
if (i < 0 || i >= img->Width) {
/* Need this test for GL_CLAMP_TO_BORDER_ARB mode */
COPY_CHAN4(rgba, tObj->BorderColor);
}
else {
(*img->FetchTexel)(img, i, 0, 0, (GLvoid *) rgba);
if (img->Format == GL_COLOR_INDEX) {
palette_sample(ctx, tObj, rgba[0], rgba);
}
}
}
@@ -569,10 +584,16 @@ sample_2d_nearest(GLcontext *ctx,
i += img->Border;
j += img->Border;
if (i < 0 || i >= img->Width || j < 0 || j >= img->Height) {
/* Need this test for GL_CLAMP_TO_BORDER_ARB mode */
COPY_CHAN4(rgba, tObj->BorderColor);
}
else {
(*img->FetchTexel)(img, i, j, 0, (GLvoid *) rgba);
if (img->Format == GL_COLOR_INDEX) {
palette_sample(ctx, tObj, rgba[0], rgba);
}
}
}
@@ -612,8 +633,8 @@ sample_2d_linear(GLcontext *ctx,
}
{
const GLfloat a = FRAC(u + 1.0F); /* add one in case u is just below 0 */
const GLfloat b = FRAC(v + 1.0F);
const GLfloat a = FRAC(u - 1.0);
const GLfloat b = FRAC(v - 1.0);
/* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
const GLint w00 = IROUND_POS((1.0F-a) * (1.0F-b) * WEIGHT_SCALE);
const GLint w10 = IROUND_POS( a * (1.0F-b) * WEIGHT_SCALE);
@@ -983,10 +1004,18 @@ sample_3d_nearest(GLcontext *ctx,
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, t, height, j);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapR, r, depth, k);
if (i < 0 || i >= img->Width ||
j < 0 || j >= img->Height ||
k < 0 || k >= img->Depth) {
/* Need this test for GL_CLAMP_TO_BORDER_ARB mode */
COPY_CHAN4(rgba, tObj->BorderColor);
}
else {
(*img->FetchTexel)(img, i, j, k, (GLvoid *) rgba);
if (img->Format == GL_COLOR_INDEX) {
palette_sample(ctx, tObj, rgba[0], rgba);
}
}
}