From: Kenneth Graunke Date: Mon, 13 Aug 2012 07:35:41 +0000 (-0700) Subject: mesa: Use GLdouble for depthMax in final unpack conversions. X-Git-Tag: accepted/2.0alpha-wayland/20121114.171706~627 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=605f964d5cc7016fc74e0563829fa794da845c20;p=profile%2Fivi%2Fmesa.git mesa: Use GLdouble for depthMax in final unpack conversions. The final step of _mesa_unpack_depth_span is to take the temporary GLfloat depth values and convert them to the desired format. When converting to GL_UNSIGNED_INTEGER with depthMax > 0xffffff, we use double-precision math to avoid overflow and precision problems. Or at least that's the idea. Unfortunately GLdouble z = depthValues[i] * (GLfloat) depthMax; actually causes single-precision multiplication, since both operands are GLfloats. Casting depthMax to GLdouble causes the scaling to be done with double-precision math. Fixes a regression in oglconform's depth-stencil basic.read.ds test since c60ac7b17993d28af65b04f9bbbf3ee74c35358c, where the expected and actual values differed slightly. For example, 0xcfa7a6 vs. 0xcfa7a4. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49772 Signed-off-by: Kenneth Graunke --- diff --git a/src/mesa/main/pack.c b/src/mesa/main/pack.c index 83192c1..672a467 100644 --- a/src/mesa/main/pack.c +++ b/src/mesa/main/pack.c @@ -4913,7 +4913,7 @@ _mesa_unpack_depth_span( struct gl_context *ctx, GLuint n, else { /* need to use double precision to prevent overflow problems */ for (i = 0; i < n; i++) { - GLdouble z = depthValues[i] * (GLfloat) depthMax; + GLdouble z = depthValues[i] * (GLdouble) depthMax; if (z >= (GLdouble) 0xffffffff) zValues[i] = 0xffffffff; else