swrast: silence a bunch of MSVC warnings
Reviewed-by: José Fonseca <jfonseca@vmware.com>
This commit is contained in:
@@ -1647,14 +1647,14 @@ sample_2d_ewa(struct gl_context *ctx,
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GLfloat rgba[])
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GLfloat rgba[])
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{
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{
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GLint level = lod > 0 ? lod : 0;
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GLint level = lod > 0 ? lod : 0;
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GLfloat scaling = 1.0 / (1 << level);
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GLfloat scaling = 1.0f / (1 << level);
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const struct gl_texture_image *img = tObj->Image[0][level];
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const struct gl_texture_image *img = tObj->Image[0][level];
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const struct gl_texture_image *mostDetailedImage =
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const struct gl_texture_image *mostDetailedImage =
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tObj->Image[0][tObj->BaseLevel];
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tObj->Image[0][tObj->BaseLevel];
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const struct swrast_texture_image *swImg =
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const struct swrast_texture_image *swImg =
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swrast_texture_image_const(mostDetailedImage);
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swrast_texture_image_const(mostDetailedImage);
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GLfloat tex_u=-0.5 + texcoord[0] * swImg->WidthScale * scaling;
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GLfloat tex_u = -0.5f + texcoord[0] * swImg->WidthScale * scaling;
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GLfloat tex_v=-0.5 + texcoord[1] * swImg->HeightScale * scaling;
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GLfloat tex_v = -0.5f + texcoord[1] * swImg->HeightScale * scaling;
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GLfloat ux = dudx * scaling;
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GLfloat ux = dudx * scaling;
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GLfloat vx = dvdx * scaling;
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GLfloat vx = dvdx * scaling;
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@@ -1667,20 +1667,20 @@ sample_2d_ewa(struct gl_context *ctx,
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GLfloat A = vx*vx+vy*vy+1;
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GLfloat A = vx*vx+vy*vy+1;
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GLfloat B = -2*(ux*vx+uy*vy);
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GLfloat B = -2*(ux*vx+uy*vy);
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GLfloat C = ux*ux+uy*uy+1;
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GLfloat C = ux*ux+uy*uy+1;
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GLfloat F = A*C-B*B/4.0;
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GLfloat F = A*C-B*B/4.0f;
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/* check if it is an ellipse */
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/* check if it is an ellipse */
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/* ASSERT(F > 0.0); */
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/* ASSERT(F > 0.0); */
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/* Compute the ellipse's (u,v) bounding box in texture space */
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/* Compute the ellipse's (u,v) bounding box in texture space */
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GLfloat d = -B*B+4.0*C*A;
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GLfloat d = -B*B+4.0f*C*A;
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GLfloat box_u = 2.0 / d * sqrt(d*C*F); /* box_u -> half of bbox with */
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GLfloat box_u = 2.0f / d * sqrtf(d*C*F); /* box_u -> half of bbox with */
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GLfloat box_v = 2.0 / d * sqrt(A*d*F); /* box_v -> half of bbox height */
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GLfloat box_v = 2.0f / d * sqrtf(A*d*F); /* box_v -> half of bbox height */
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GLint u0 = floor(tex_u - box_u);
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GLint u0 = (GLint) floorf(tex_u - box_u);
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GLint u1 = ceil (tex_u + box_u);
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GLint u1 = (GLint) ceilf (tex_u + box_u);
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GLint v0 = floor(tex_v - box_v);
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GLint v0 = (GLint) floorf(tex_v - box_v);
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GLint v1 = ceil (tex_v + box_v);
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GLint v1 = (GLint) ceilf (tex_v + box_v);
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GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F};
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GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F};
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GLfloat newCoord[2];
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GLfloat newCoord[2];
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@@ -1692,7 +1692,7 @@ sample_2d_ewa(struct gl_context *ctx,
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/* Scale ellipse formula to directly index the Filter Lookup Table.
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/* Scale ellipse formula to directly index the Filter Lookup Table.
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* i.e. scale so that F = WEIGHT_LUT_SIZE-1
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* i.e. scale so that F = WEIGHT_LUT_SIZE-1
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*/
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*/
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double formScale = (double) (WEIGHT_LUT_SIZE - 1) / F;
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GLfloat formScale = (GLfloat) (WEIGHT_LUT_SIZE - 1) / F;
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A *= formScale;
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A *= formScale;
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B *= formScale;
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B *= formScale;
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C *= formScale;
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C *= formScale;
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@@ -1715,7 +1715,7 @@ sample_2d_ewa(struct gl_context *ctx,
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/* as a LUT is used, q must never be negative;
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/* as a LUT is used, q must never be negative;
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* should not happen, though
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* should not happen, though
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*/
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*/
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const GLint qClamped = q >= 0.0F ? q : 0;
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const GLint qClamped = q >= 0.0F ? (GLint) q : 0;
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GLfloat weight = weightLut[qClamped];
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GLfloat weight = weightLut[qClamped];
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newCoord[0] = u / ((GLfloat) img->Width2);
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newCoord[0] = u / ((GLfloat) img->Width2);
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@@ -1795,19 +1795,19 @@ sample_2d_footprint(struct gl_context *ctx,
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/* Calculate the per anisotropic sample offsets in s,t space. */
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/* Calculate the per anisotropic sample offsets in s,t space. */
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if (Px2 > Py2) {
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if (Px2 > Py2) {
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numSamples = ceil(sqrtf(Px2));
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numSamples = (GLint) ceilf(sqrtf(Px2));
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ds = ux / ((GLfloat) img->Width2);
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ds = ux / ((GLfloat) img->Width2);
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dt = vx / ((GLfloat) img->Height2);
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dt = vx / ((GLfloat) img->Height2);
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}
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}
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else {
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else {
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numSamples = ceil(sqrtf(Py2));
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numSamples = (GLint) ceilf(sqrtf(Py2));
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ds = uy / ((GLfloat) img->Width2);
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ds = uy / ((GLfloat) img->Width2);
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dt = vy / ((GLfloat) img->Height2);
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dt = vy / ((GLfloat) img->Height2);
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}
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}
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for (s = 0; s<numSamples; s++) {
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for (s = 0; s<numSamples; s++) {
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newCoord[0] = texcoord[0] + ds * ((GLfloat)(s+1) / (numSamples+1) -0.5);
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newCoord[0] = texcoord[0] + ds * ((GLfloat)(s+1) / (numSamples+1) -0.5f);
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newCoord[1] = texcoord[1] + dt * ((GLfloat)(s+1) / (numSamples+1) -0.5);
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newCoord[1] = texcoord[1] + dt * ((GLfloat)(s+1) / (numSamples+1) -0.5f);
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sample_2d_linear(ctx, samp, img, newCoord, rgba);
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sample_2d_linear(ctx, samp, img, newCoord, rgba);
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num[0] += rgba[0];
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num[0] += rgba[0];
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@@ -1956,7 +1956,7 @@ sample_lambda_2d_aniso(struct gl_context *ctx,
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/* note: we need to have Pmin=sqrt(Pmin2) here, but we can avoid
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/* note: we need to have Pmin=sqrt(Pmin2) here, but we can avoid
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* this since 0.5*log(x) = log(sqrt(x))
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* this since 0.5*log(x) = log(sqrt(x))
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*/
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*/
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lod = 0.5 * LOG2(Pmin2);
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lod = 0.5f * LOG2(Pmin2);
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if (adjustLOD) {
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if (adjustLOD) {
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/* from swrast/s_texcombine.c _swrast_texture_span */
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/* from swrast/s_texcombine.c _swrast_texture_span */
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@@ -1988,7 +1988,7 @@ sample_lambda_2d_aniso(struct gl_context *ctx,
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* seem to be worth the extra running time.
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* seem to be worth the extra running time.
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*/
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*/
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sample_2d_ewa(ctx, samp, tObj, texcoords[i],
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sample_2d_ewa(ctx, samp, tObj, texcoords[i],
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dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]);
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dudx, dvdx, dudy, dvdy, (GLint) floorf(lod), rgba[i]);
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/* unused: */
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/* unused: */
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(void) sample_2d_footprint;
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(void) sample_2d_footprint;
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