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>
This commit is contained in:
Alyssa Rosenzweig 2020-05-19 11:09:02 -04:00 committed by Marge Bot
parent 05bacdb917
commit 747cb95e3c
2 changed files with 3 additions and 3 deletions

View File

@ -94,8 +94,8 @@
#elif CHAN_BITS == 32
#define CHAN_TO_UBYTE(c) FLOAT_TO_UBYTE(c)
#define CHAN_TO_USHORT(c) ((GLushort) (CLAMP((c), 0.0f, 1.0f) * 65535.0))
#define CHAN_TO_SHORT(c) ((GLshort) (CLAMP((c), 0.0f, 1.0f) * 32767.0))
#define CHAN_TO_USHORT(c) ((GLushort) (SATURATE((c)) * 65535.0))
#define CHAN_TO_SHORT(c) ((GLshort) (SATURATE((c)) * 32767.0))
#define CHAN_TO_FLOAT(c) (c)
#define CLAMPED_FLOAT_TO_CHAN(c, f) c = (f)

View File

@ -214,7 +214,7 @@ scale_and_bias_z(struct gl_context *ctx, GLuint width,
const GLdouble depthMaxF = ctx->DrawBuffer->_DepthMaxF;
for (i = 0; i < width; i++) {
GLdouble d = depth[i] * ctx->Pixel.DepthScale + ctx->Pixel.DepthBias;
d = CLAMP(d, 0.0, 1.0) * depthMaxF;
d = SATURATE(d) * depthMaxF;
if (d >= depthMaxF)
z[i] = depthMax;
else