On 04/18/2011 02:37 PM, Eric Anholt wrote:
Of these, intel will be using I and L initially, and A once we rewrite
fragment shaders and the CC for rendering to it as R.
---
src/mesa/main/renderbuffer.c | 218 ++++++++++++++++++++++++++++++++++++++++++
1 files changed, 218 insertions(+), 0 deletions(-)
diff --git a/src/mesa/main/renderbuffer.c b/src/mesa/main/renderbuffer.c
index 7826e44..2fa9e27 100644
--- a/src/mesa/main/renderbuffer.c
+++ b/src/mesa/main/renderbuffer.c
@@ -1114,6 +1114,194 @@ get_values_rg1616(struct gl_context *ctx, struct
gl_renderbuffer *rb,
}
/**********************************************************************
+ * Functions for MESA_FORMAT_INTENSITY_FLOAT32.
+ */
+static void
+get_row_i_float32(struct gl_context *ctx, struct gl_renderbuffer *rb,
+ GLuint count, GLint x, GLint y, void *values)
+{
+ const GLfloat *src = rb->GetPointer(ctx, rb, x, y);
+ GLfloat *dst = values;
+ GLuint i;
+
+ for (i = 0; i< count; i++) {
+ dst[i * 4 + RCOMP] = src[i];
+ dst[i * 4 + GCOMP] = dst[i * 4 + RCOMP];
+ dst[i * 4 + BCOMP] = dst[i * 4 + RCOMP];
+ dst[i * 4 + ACOMP] = dst[i * 4 + RCOMP];
Just a small nit, but I'd write this as follows:
for (i = 0; i< count; i++) {
dst[i * 4 + RCOMP] =
dst[i * 4 + GCOMP] =
dst[i * 4 + BCOMP] =
dst[i * 4 + ACOMP] = src[i];
}
It's less typing and seeing dst[] on the RHS is a little distracting
at first glance.
Otherwise, for the series:
Reviewed-by: Brian Paul <bri...@vmware.com>
-Brian
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