fixed divTable precision problem in GL_RETURN case

This commit is contained in:
Brian Paul 1999-10-20 22:32:02 +00:00
parent 2c318aad9d
commit 34c7c1838a
1 changed files with 46 additions and 28 deletions

View File

@ -1,4 +1,4 @@
/* $Id: accum.c,v 1.6 1999/10/13 18:42:49 brianp Exp $ */ /* $Id: accum.c,v 1.7 1999/10/20 22:32:02 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@ -74,6 +74,9 @@
*/ */
#define USE_OPTIMIZED_ACCUM /* enable the optimization */
void gl_alloc_accum_buffer( GLcontext *ctx ) void gl_alloc_accum_buffer( GLcontext *ctx )
{ {
@ -91,7 +94,11 @@ void gl_alloc_accum_buffer( GLcontext *ctx )
/* unable to setup accumulation buffer */ /* unable to setup accumulation buffer */
gl_error( ctx, GL_OUT_OF_MEMORY, "glAccum" ); gl_error( ctx, GL_OUT_OF_MEMORY, "glAccum" );
} }
#ifdef USE_OPTIMIZED_ACCUM
ctx->IntegerAccumMode = GL_TRUE; ctx->IntegerAccumMode = GL_TRUE;
#else
ctx->IntegerAccumMode = GL_FALSE;
#endif
ctx->IntegerAccumScaler = 0.0; ctx->IntegerAccumScaler = 0.0;
} }
@ -118,12 +125,12 @@ void gl_ClearAccum( GLcontext *ctx,
static void rescale_accum( GLcontext *ctx ) static void rescale_accum( GLcontext *ctx )
{ {
const GLuint n = ctx->Buffer->Width * ctx->Buffer->Height * 4; const GLuint n = ctx->Buffer->Width * ctx->Buffer->Height * 4;
const GLfloat s = ctx->IntegerAccumScaler * (32767.0 / 255.0); const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
const GLfloat s = ctx->IntegerAccumScaler * (32767.0 / fChanMax);
GLaccum *accum = ctx->Buffer->Accum; GLaccum *accum = ctx->Buffer->Accum;
GLuint i; GLuint i;
assert(ctx->IntegerAccumMode); assert(ctx->IntegerAccumMode);
assert(sizeof(GLchan) == 1); /* if not true, 255.0 above must be fixed */
assert(accum); assert(accum);
for (i = 0; i < n; i++) { for (i = 0; i < n; i++) {
@ -140,6 +147,8 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
GLuint xpos, ypos, width, height, width4; GLuint xpos, ypos, width, height, width4;
GLfloat acc_scale; GLfloat acc_scale;
GLubyte rgba[MAX_WIDTH][4]; GLubyte rgba[MAX_WIDTH][4];
const GLint iChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glAccum"); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glAccum");
@ -185,7 +194,7 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
{ {
const GLaccum intVal = (GLaccum) (value * acc_scale); const GLaccum intVal = (GLaccum) (value * acc_scale);
GLuint j; GLuint j;
/* May have to leave optimized accum buffer mode */ /* Leave optimized accum buffer mode */
if (ctx->IntegerAccumMode) if (ctx->IntegerAccumMode)
rescale_accum(ctx); rescale_accum(ctx);
for (j = 0; j < height; j++) { for (j = 0; j < height; j++) {
@ -202,7 +211,7 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
case GL_MULT: case GL_MULT:
{ {
GLuint j; GLuint j;
/* May have to leave optimized accum buffer mode */ /* Leave optimized accum buffer mode */
if (ctx->IntegerAccumMode) if (ctx->IntegerAccumMode)
rescale_accum(ctx); rescale_accum(ctx);
for (j = 0; j < height; j++) { for (j = 0; j < height; j++) {
@ -247,10 +256,10 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
} }
else { else {
/* scaled integer accum buffer */ /* scaled integer accum buffer */
const GLfloat rscale = value * acc_scale / 255.0; const GLfloat rscale = value * acc_scale / fChanMax;
const GLfloat gscale = value * acc_scale / 255.0; const GLfloat gscale = value * acc_scale / fChanMax;
const GLfloat bscale = value * acc_scale / 255.0; const GLfloat bscale = value * acc_scale / fChanMax;
const GLfloat ascale = value * acc_scale / 255.0; const GLfloat ascale = value * acc_scale / fChanMax;
GLuint j; GLuint j;
for (j=0;j<height;j++) { for (j=0;j<height;j++) {
GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4; GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
@ -273,7 +282,11 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
/* This is a change to go into optimized accum buffer mode */ /* This is a change to go into optimized accum buffer mode */
if (value > 0.0 && value <= 1.0) { if (value > 0.0 && value <= 1.0) {
#ifdef USE_OPTIMIZED_ACCUM
ctx->IntegerAccumMode = GL_TRUE; ctx->IntegerAccumMode = GL_TRUE;
#else
ctx->IntegerAccumMode = GL_FALSE;
#endif
ctx->IntegerAccumScaler = value; ctx->IntegerAccumScaler = value;
} }
else { else {
@ -302,19 +315,20 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
} }
else { else {
/* scaled integer accum buffer */ /* scaled integer accum buffer */
const GLfloat rscale = value * acc_scale / 255.0; const GLfloat rscale = value * acc_scale / fChanMax;
const GLfloat gscale = value * acc_scale / 255.0; const GLfloat gscale = value * acc_scale / fChanMax;
const GLfloat bscale = value * acc_scale / 255.0; const GLfloat bscale = value * acc_scale / fChanMax;
const GLfloat ascale = value * acc_scale / 255.0; const GLfloat ascale = value * acc_scale / fChanMax;
const GLfloat d = 3.0 / acc_scale;
GLuint i, j; GLuint i, j;
for (j = 0; j < height; j++) { for (j = 0; j < height; j++) {
GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4; GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
gl_read_rgba_span(ctx, width, xpos, ypos, rgba); gl_read_rgba_span(ctx, width, xpos, ypos, rgba);
for (i=0;i<width;i++) { for (i=0;i<width;i++) {
*acc++ = (GLaccum) ( (GLfloat) rgba[i][RCOMP] * rscale ); *acc++ = (GLaccum) ((GLfloat) rgba[i][RCOMP] * rscale + d);
*acc++ = (GLaccum) ( (GLfloat) rgba[i][GCOMP] * gscale ); *acc++ = (GLaccum) ((GLfloat) rgba[i][GCOMP] * gscale + d);
*acc++ = (GLaccum) ( (GLfloat) rgba[i][BCOMP] * bscale ); *acc++ = (GLaccum) ((GLfloat) rgba[i][BCOMP] * bscale + d);
*acc++ = (GLaccum) ( (GLfloat) rgba[i][ACOMP] * ascale ); *acc++ = (GLaccum) ((GLfloat) rgba[i][ACOMP] * ascale + d);
} }
ypos++; ypos++;
} }
@ -329,14 +343,14 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
if (ctx->IntegerAccumMode) { if (ctx->IntegerAccumMode) {
/* build lookup table to avoid integer divides */ /* build lookup table to avoid integer divides */
GLint divisor = (GLint) ((1.0F / ctx->IntegerAccumScaler) + 0.5F); GLfloat divisor = 1.0F / ctx->IntegerAccumScaler;
static GLubyte divTable[32768]; static GLubyte divTable[32768];
static GLint prevDivisor = 0.0; static GLfloat prevDivisor = 0.0;
GLuint j; GLuint j;
if (divisor != prevDivisor) { if (divisor != prevDivisor) {
assert(divisor * 256 <= 32768); assert(divisor * 256 <= 32768);
for (j = 0; j < divisor * 256; j++) for (j = 0; j < divisor * 256; j++)
divTable[j] = j / divisor; divTable[j] = (GLint) ((GLfloat) j / divisor + 0.5F);
prevDivisor = divisor; prevDivisor = divisor;
} }
@ -364,10 +378,10 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
} }
} }
else { else {
const GLfloat rscale = value / acc_scale * 255.0F; const GLfloat rscale = value / acc_scale * fChanMax;
const GLfloat gscale = value / acc_scale * 255.0F; const GLfloat gscale = value / acc_scale * fChanMax;
const GLfloat bscale = value / acc_scale * 255.0F; const GLfloat bscale = value / acc_scale * fChanMax;
const GLfloat ascale = value / acc_scale * 255.0F; const GLfloat ascale = value / acc_scale * fChanMax;
GLuint i, j; GLuint i, j;
for (j=0;j<height;j++) { for (j=0;j<height;j++) {
const GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos*4; const GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos*4;
@ -377,10 +391,10 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
g = (GLint) ( (GLfloat) (*acc++) * gscale + 0.5F ); g = (GLint) ( (GLfloat) (*acc++) * gscale + 0.5F );
b = (GLint) ( (GLfloat) (*acc++) * bscale + 0.5F ); b = (GLint) ( (GLfloat) (*acc++) * bscale + 0.5F );
a = (GLint) ( (GLfloat) (*acc++) * ascale + 0.5F ); a = (GLint) ( (GLfloat) (*acc++) * ascale + 0.5F );
rgba[i][RCOMP] = CLAMP( r, 0, 255 ); rgba[i][RCOMP] = CLAMP( r, 0, iChanMax );
rgba[i][GCOMP] = CLAMP( g, 0, 255 ); rgba[i][GCOMP] = CLAMP( g, 0, iChanMax );
rgba[i][BCOMP] = CLAMP( b, 0, 255 ); rgba[i][BCOMP] = CLAMP( b, 0, iChanMax );
rgba[i][ACOMP] = CLAMP( a, 0, 255 ); rgba[i][ACOMP] = CLAMP( a, 0, iChanMax );
} }
if (ctx->Color.SWmasking) { if (ctx->Color.SWmasking) {
gl_mask_rgba_span( ctx, width, xpos, ypos, rgba ); gl_mask_rgba_span( ctx, width, xpos, ypos, rgba );
@ -491,7 +505,11 @@ void gl_clear_accum_buffer( GLcontext *ctx )
/* update optimized accum state vars */ /* update optimized accum state vars */
if (ctx->Accum.ClearColor[0] == 0.0 && ctx->Accum.ClearColor[1] == 0.0 && if (ctx->Accum.ClearColor[0] == 0.0 && ctx->Accum.ClearColor[1] == 0.0 &&
ctx->Accum.ClearColor[2] == 0.0 && ctx->Accum.ClearColor[3] == 0.0) { ctx->Accum.ClearColor[2] == 0.0 && ctx->Accum.ClearColor[3] == 0.0) {
#ifdef USE_OPTIMIZED_ACCUM
ctx->IntegerAccumMode = GL_TRUE; ctx->IntegerAccumMode = GL_TRUE;
#else
ctx->IntegerAccumMode = GL_FALSE;
#endif
ctx->IntegerAccumScaler = 0.0; /* denotes empty accum buffer */ ctx->IntegerAccumScaler = 0.0; /* denotes empty accum buffer */
} }
else { else {