mesa: make sure the gotten value isn't greater than the
max depth buffer value on 64bit system. fix bug #12095
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@ -64,8 +64,11 @@ _swrast_span_default_attribs(GLcontext *ctx, SWspan *span)
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const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
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if (ctx->DrawBuffer->Visual.depthBits <= 16)
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span->z = FloatToFixed(ctx->Current.RasterPos[2] * depthMax + 0.5F);
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else
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span->z = (GLint) (ctx->Current.RasterPos[2] * depthMax + 0.5F);
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else {
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GLfloat tmpf = ctx->Current.RasterPos[2] * depthMax;
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tmpf = MIN2(tmpf, depthMax);
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span->z = (GLint)tmpf;
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}
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span->zStep = 0;
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span->interpMask |= SPAN_Z;
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}
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