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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