mesa/swrast: Use SATURATE
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Eric Engestrom <eric@engestrom.ch> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5100>
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@ -94,8 +94,8 @@
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#elif CHAN_BITS == 32
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#define CHAN_TO_UBYTE(c) FLOAT_TO_UBYTE(c)
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#define CHAN_TO_USHORT(c) ((GLushort) (CLAMP((c), 0.0f, 1.0f) * 65535.0))
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#define CHAN_TO_SHORT(c) ((GLshort) (CLAMP((c), 0.0f, 1.0f) * 32767.0))
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#define CHAN_TO_USHORT(c) ((GLushort) (SATURATE((c)) * 65535.0))
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#define CHAN_TO_SHORT(c) ((GLshort) (SATURATE((c)) * 32767.0))
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#define CHAN_TO_FLOAT(c) (c)
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#define CLAMPED_FLOAT_TO_CHAN(c, f) c = (f)
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@ -214,7 +214,7 @@ scale_and_bias_z(struct gl_context *ctx, GLuint width,
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const GLdouble depthMaxF = ctx->DrawBuffer->_DepthMaxF;
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for (i = 0; i < width; i++) {
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GLdouble d = depth[i] * ctx->Pixel.DepthScale + ctx->Pixel.DepthBias;
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d = CLAMP(d, 0.0, 1.0) * depthMaxF;
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d = SATURATE(d) * depthMaxF;
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if (d >= depthMaxF)
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z[i] = depthMax;
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else
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