swrast: do texture sampling/combining in floating point
The code's cleaner and a step toward supporting float-valued texture sampling. Some optimizations for common cases can be added and re-enabled...
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@@ -176,17 +176,12 @@ static void
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vp_fetch_texel(GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
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GLuint unit, GLfloat color[4])
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{
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GLchan rgba[4];
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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/* XXX use a float-valued TextureSample routine here!!! */
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swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
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1, (const GLfloat (*)[4]) texcoord,
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&lambda, &rgba);
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color[0] = CHAN_TO_FLOAT(rgba[0]);
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color[1] = CHAN_TO_FLOAT(rgba[1]);
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color[2] = CHAN_TO_FLOAT(rgba[2]);
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color[3] = CHAN_TO_FLOAT(rgba[3]);
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&lambda, (GLfloat (*)[4]) color);
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}
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