fixed divTable precision problem in GL_RETURN case
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2c318aad9d
commit
34c7c1838a
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@ -1,4 +1,4 @@
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/* $Id: accum.c,v 1.6 1999/10/13 18:42:49 brianp Exp $ */
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/* $Id: accum.c,v 1.7 1999/10/20 22:32:02 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -74,6 +74,9 @@
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*/
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#define USE_OPTIMIZED_ACCUM /* enable the optimization */
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void gl_alloc_accum_buffer( GLcontext *ctx )
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{
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@ -91,7 +94,11 @@ void gl_alloc_accum_buffer( GLcontext *ctx )
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/* unable to setup accumulation buffer */
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gl_error( ctx, GL_OUT_OF_MEMORY, "glAccum" );
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}
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#ifdef USE_OPTIMIZED_ACCUM
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ctx->IntegerAccumMode = GL_TRUE;
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#else
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ctx->IntegerAccumMode = GL_FALSE;
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#endif
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ctx->IntegerAccumScaler = 0.0;
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}
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@ -118,12 +125,12 @@ void gl_ClearAccum( GLcontext *ctx,
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static void rescale_accum( GLcontext *ctx )
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{
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const GLuint n = ctx->Buffer->Width * ctx->Buffer->Height * 4;
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const GLfloat s = ctx->IntegerAccumScaler * (32767.0 / 255.0);
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const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
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const GLfloat s = ctx->IntegerAccumScaler * (32767.0 / fChanMax);
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GLaccum *accum = ctx->Buffer->Accum;
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GLuint i;
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assert(ctx->IntegerAccumMode);
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assert(sizeof(GLchan) == 1); /* if not true, 255.0 above must be fixed */
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assert(accum);
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for (i = 0; i < n; i++) {
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@ -140,6 +147,8 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
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GLuint xpos, ypos, width, height, width4;
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GLfloat acc_scale;
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GLubyte rgba[MAX_WIDTH][4];
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const GLint iChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
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const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glAccum");
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@ -185,7 +194,7 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
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{
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const GLaccum intVal = (GLaccum) (value * acc_scale);
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GLuint j;
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/* May have to leave optimized accum buffer mode */
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/* Leave optimized accum buffer mode */
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if (ctx->IntegerAccumMode)
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rescale_accum(ctx);
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for (j = 0; j < height; j++) {
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@ -202,7 +211,7 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
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case GL_MULT:
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{
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GLuint j;
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/* May have to leave optimized accum buffer mode */
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/* Leave optimized accum buffer mode */
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if (ctx->IntegerAccumMode)
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rescale_accum(ctx);
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for (j = 0; j < height; j++) {
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@ -247,10 +256,10 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
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}
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else {
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/* scaled integer accum buffer */
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const GLfloat rscale = value * acc_scale / 255.0;
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const GLfloat gscale = value * acc_scale / 255.0;
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const GLfloat bscale = value * acc_scale / 255.0;
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const GLfloat ascale = value * acc_scale / 255.0;
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const GLfloat rscale = value * acc_scale / fChanMax;
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const GLfloat gscale = value * acc_scale / fChanMax;
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const GLfloat bscale = value * acc_scale / fChanMax;
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const GLfloat ascale = value * acc_scale / fChanMax;
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GLuint j;
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for (j=0;j<height;j++) {
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GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
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@ -273,7 +282,11 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
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/* This is a change to go into optimized accum buffer mode */
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if (value > 0.0 && value <= 1.0) {
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#ifdef USE_OPTIMIZED_ACCUM
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ctx->IntegerAccumMode = GL_TRUE;
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#else
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ctx->IntegerAccumMode = GL_FALSE;
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#endif
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ctx->IntegerAccumScaler = value;
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}
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else {
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@ -302,19 +315,20 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
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}
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else {
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/* scaled integer accum buffer */
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const GLfloat rscale = value * acc_scale / 255.0;
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const GLfloat gscale = value * acc_scale / 255.0;
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const GLfloat bscale = value * acc_scale / 255.0;
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const GLfloat ascale = value * acc_scale / 255.0;
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const GLfloat rscale = value * acc_scale / fChanMax;
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const GLfloat gscale = value * acc_scale / fChanMax;
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const GLfloat bscale = value * acc_scale / fChanMax;
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const GLfloat ascale = value * acc_scale / fChanMax;
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const GLfloat d = 3.0 / acc_scale;
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GLuint i, j;
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for (j = 0; j < height; j++) {
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GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
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gl_read_rgba_span(ctx, width, xpos, ypos, rgba);
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for (i=0;i<width;i++) {
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*acc++ = (GLaccum) ( (GLfloat) rgba[i][RCOMP] * rscale );
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*acc++ = (GLaccum) ( (GLfloat) rgba[i][GCOMP] * gscale );
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*acc++ = (GLaccum) ( (GLfloat) rgba[i][BCOMP] * bscale );
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*acc++ = (GLaccum) ( (GLfloat) rgba[i][ACOMP] * ascale );
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*acc++ = (GLaccum) ((GLfloat) rgba[i][RCOMP] * rscale + d);
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*acc++ = (GLaccum) ((GLfloat) rgba[i][GCOMP] * gscale + d);
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*acc++ = (GLaccum) ((GLfloat) rgba[i][BCOMP] * bscale + d);
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*acc++ = (GLaccum) ((GLfloat) rgba[i][ACOMP] * ascale + d);
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}
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ypos++;
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}
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@ -329,14 +343,14 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
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if (ctx->IntegerAccumMode) {
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/* build lookup table to avoid integer divides */
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GLint divisor = (GLint) ((1.0F / ctx->IntegerAccumScaler) + 0.5F);
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GLfloat divisor = 1.0F / ctx->IntegerAccumScaler;
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static GLubyte divTable[32768];
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static GLint prevDivisor = 0.0;
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static GLfloat prevDivisor = 0.0;
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GLuint j;
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if (divisor != prevDivisor) {
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assert(divisor * 256 <= 32768);
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for (j = 0; j < divisor * 256; j++)
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divTable[j] = j / divisor;
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divTable[j] = (GLint) ((GLfloat) j / divisor + 0.5F);
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prevDivisor = divisor;
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}
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@ -364,10 +378,10 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
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}
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}
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else {
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const GLfloat rscale = value / acc_scale * 255.0F;
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const GLfloat gscale = value / acc_scale * 255.0F;
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const GLfloat bscale = value / acc_scale * 255.0F;
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const GLfloat ascale = value / acc_scale * 255.0F;
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const GLfloat rscale = value / acc_scale * fChanMax;
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const GLfloat gscale = value / acc_scale * fChanMax;
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const GLfloat bscale = value / acc_scale * fChanMax;
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const GLfloat ascale = value / acc_scale * fChanMax;
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GLuint i, j;
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for (j=0;j<height;j++) {
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const GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos*4;
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@ -377,10 +391,10 @@ void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
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g = (GLint) ( (GLfloat) (*acc++) * gscale + 0.5F );
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b = (GLint) ( (GLfloat) (*acc++) * bscale + 0.5F );
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a = (GLint) ( (GLfloat) (*acc++) * ascale + 0.5F );
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rgba[i][RCOMP] = CLAMP( r, 0, 255 );
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rgba[i][GCOMP] = CLAMP( g, 0, 255 );
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rgba[i][BCOMP] = CLAMP( b, 0, 255 );
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rgba[i][ACOMP] = CLAMP( a, 0, 255 );
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rgba[i][RCOMP] = CLAMP( r, 0, iChanMax );
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rgba[i][GCOMP] = CLAMP( g, 0, iChanMax );
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rgba[i][BCOMP] = CLAMP( b, 0, iChanMax );
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rgba[i][ACOMP] = CLAMP( a, 0, iChanMax );
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}
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if (ctx->Color.SWmasking) {
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gl_mask_rgba_span( ctx, width, xpos, ypos, rgba );
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@ -491,7 +505,11 @@ void gl_clear_accum_buffer( GLcontext *ctx )
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/* update optimized accum state vars */
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if (ctx->Accum.ClearColor[0] == 0.0 && ctx->Accum.ClearColor[1] == 0.0 &&
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ctx->Accum.ClearColor[2] == 0.0 && ctx->Accum.ClearColor[3] == 0.0) {
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#ifdef USE_OPTIMIZED_ACCUM
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ctx->IntegerAccumMode = GL_TRUE;
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#else
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ctx->IntegerAccumMode = GL_FALSE;
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#endif
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ctx->IntegerAccumScaler = 0.0; /* denotes empty accum buffer */
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}
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else {
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