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>
This commit is contained in:
Brian Paul 2012-02-09 22:15:45 -07:00
parent 0d6ef4e299
commit 80fd3d2ca8

View file

@ -116,11 +116,12 @@ load_color_map_texture(struct gl_context *ctx, struct pipe_resource *pt)
for (j = 0; j < texSize; j++) {
union util_color uc;
int k = (i * texSize + j);
ubyte r = ctx->PixelMaps.RtoR.Map8[j * rSize / texSize];
ubyte g = ctx->PixelMaps.GtoG.Map8[i * gSize / texSize];
ubyte b = ctx->PixelMaps.BtoB.Map8[j * bSize / texSize];
ubyte a = ctx->PixelMaps.AtoA.Map8[i * aSize / texSize];
util_pack_color_ub(r, g, b, a, pt->format, &uc);
float rgba[4];
rgba[0] = ctx->PixelMaps.RtoR.Map[j * rSize / texSize];
rgba[1] = ctx->PixelMaps.GtoG.Map[i * gSize / texSize];
rgba[2] = ctx->PixelMaps.BtoB.Map[j * bSize / texSize];
rgba[3] = ctx->PixelMaps.AtoA.Map[i * aSize / texSize];
util_pack_color(rgba, pt->format, &uc);
*(dest + k) = uc.ui;
}
}