Check/use texture border color when sampling depth textures. (bug 6498)
Silence some warnings.
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@@ -1,8 +1,8 @@
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/*
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* Mesa 3-D graphics library
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* Version: 6.5
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* Version: 6.5.1
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*
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* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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@@ -1038,6 +1038,8 @@ sample_2d_linear_repeat(GLcontext *ctx,
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GLfloat a, b;
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GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
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(void) ctx;
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ASSERT(tObj->WrapS == GL_REPEAT);
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ASSERT(tObj->WrapT == GL_REPEAT);
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ASSERT(img->Border == 0);
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@@ -2239,8 +2241,8 @@ sample_depth_texture( GLcontext *ctx,
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{
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const GLint baseLevel = tObj->BaseLevel;
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const struct gl_texture_image *img = tObj->Image[0][baseLevel];
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const GLuint width = img->Width;
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const GLuint height = img->Height;
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const GLint width = img->Width;
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const GLint height = img->Height;
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GLchan ambient;
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GLenum function;
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GLchan result;
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@@ -2285,7 +2287,12 @@ sample_depth_texture( GLcontext *ctx,
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/* XXX fix for texture rectangle! */
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COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], width, col);
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COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], height, row);
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img->FetchTexelf(img, col, row, 0, &depthSample);
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if (col >= 0 && row >= 0 && col < width && row < height) {
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img->FetchTexelf(img, col, row, 0, &depthSample);
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}
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else {
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depthSample = tObj->BorderColor[0];
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}
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switch (function) {
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case GL_LEQUAL:
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@@ -2373,25 +2380,25 @@ sample_depth_texture( GLcontext *ctx,
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/* get four depth samples from the texture */
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if (useBorderTexel & (I0BIT | J0BIT)) {
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depth00 = 1.0;
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depth00 = tObj->BorderColor[0];
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}
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else {
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img->FetchTexelf(img, i0, j0, 0, &depth00);
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}
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if (useBorderTexel & (I1BIT | J0BIT)) {
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depth10 = 1.0;
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depth10 = tObj->BorderColor[0];
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}
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else {
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img->FetchTexelf(img, i1, j0, 0, &depth10);
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}
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if (useBorderTexel & (I0BIT | J1BIT)) {
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depth01 = 1.0;
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depth01 = tObj->BorderColor[0];
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}
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else {
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img->FetchTexelf(img, i0, j1, 0, &depth01);
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}
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if (useBorderTexel & (I1BIT | J1BIT)) {
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depth11 = 1.0;
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depth11 = tObj->BorderColor[0];
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}
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else {
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img->FetchTexelf(img, i1, j1, 0, &depth11);
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