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authorBrian Paul <brian.paul@tungstengraphics.com>2006-04-05 03:23:44 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2006-04-05 03:23:44 +0000
commit9ebe3b6d369c946e41b5f6a684a4ac4e3509b67c (patch)
tree003f182ca2080203cbe789e272cfdcb70a4117eb /src/mesa/swrast/s_texfilter.c
parent28b014ee256290eb0494b967e40c475c0c895f57 (diff)
Check/use texture border color when sampling depth textures. (bug 6498)
Silence some warnings.
Diffstat (limited to 'src/mesa/swrast/s_texfilter.c')
-rw-r--r--src/mesa/swrast/s_texfilter.c25
1 files changed, 16 insertions, 9 deletions
diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
index 0f086835f7..629b4ec136 100644
--- a/src/mesa/swrast/s_texfilter.c
+++ b/src/mesa/swrast/s_texfilter.c
@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 6.5.1
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -1038,6 +1038,8 @@ sample_2d_linear_repeat(GLcontext *ctx,
GLfloat a, b;
GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
+ (void) ctx;
+
ASSERT(tObj->WrapS == GL_REPEAT);
ASSERT(tObj->WrapT == GL_REPEAT);
ASSERT(img->Border == 0);
@@ -2239,8 +2241,8 @@ sample_depth_texture( GLcontext *ctx,
{
const GLint baseLevel = tObj->BaseLevel;
const struct gl_texture_image *img = tObj->Image[0][baseLevel];
- const GLuint width = img->Width;
- const GLuint height = img->Height;
+ const GLint width = img->Width;
+ const GLint height = img->Height;
GLchan ambient;
GLenum function;
GLchan result;
@@ -2285,7 +2287,12 @@ sample_depth_texture( GLcontext *ctx,
/* XXX fix for texture rectangle! */
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], width, col);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], height, row);
- img->FetchTexelf(img, col, row, 0, &depthSample);
+ if (col >= 0 && row >= 0 && col < width && row < height) {
+ img->FetchTexelf(img, col, row, 0, &depthSample);
+ }
+ else {
+ depthSample = tObj->BorderColor[0];
+ }
switch (function) {
case GL_LEQUAL:
@@ -2373,25 +2380,25 @@ sample_depth_texture( GLcontext *ctx,
/* get four depth samples from the texture */
if (useBorderTexel & (I0BIT | J0BIT)) {
- depth00 = 1.0;
+ depth00 = tObj->BorderColor[0];
}
else {
img->FetchTexelf(img, i0, j0, 0, &depth00);
}
if (useBorderTexel & (I1BIT | J0BIT)) {
- depth10 = 1.0;
+ depth10 = tObj->BorderColor[0];
}
else {
img->FetchTexelf(img, i1, j0, 0, &depth10);
}
if (useBorderTexel & (I0BIT | J1BIT)) {
- depth01 = 1.0;
+ depth01 = tObj->BorderColor[0];
}
else {
img->FetchTexelf(img, i0, j1, 0, &depth01);
}
if (useBorderTexel & (I1BIT | J1BIT)) {
- depth11 = 1.0;
+ depth11 = tObj->BorderColor[0];
}
else {
img->FetchTexelf(img, i1, j1, 0, &depth11);