st/mesa: stop using Map8[] tables in load_color_map_texture()
Use the float tables instead. Pixel maps are seldom used so this shouldn't be a big deal. Next, we can get rid of the gl_pixelmap::Map8 array. Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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@@ -116,11 +116,12 @@ load_color_map_texture(struct gl_context *ctx, struct pipe_resource *pt)
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for (j = 0; j < texSize; j++) {
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union util_color uc;
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int k = (i * texSize + j);
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ubyte r = ctx->PixelMaps.RtoR.Map8[j * rSize / texSize];
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ubyte g = ctx->PixelMaps.GtoG.Map8[i * gSize / texSize];
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ubyte b = ctx->PixelMaps.BtoB.Map8[j * bSize / texSize];
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ubyte a = ctx->PixelMaps.AtoA.Map8[i * aSize / texSize];
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util_pack_color_ub(r, g, b, a, pt->format, &uc);
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float rgba[4];
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rgba[0] = ctx->PixelMaps.RtoR.Map[j * rSize / texSize];
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rgba[1] = ctx->PixelMaps.GtoG.Map[i * gSize / texSize];
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rgba[2] = ctx->PixelMaps.BtoB.Map[j * bSize / texSize];
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rgba[3] = ctx->PixelMaps.AtoA.Map[i * aSize / texSize];
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util_pack_color(rgba, pt->format, &uc);
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*(dest + k) = uc.ui;
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}
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}
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