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https://bugs.freedesktop.org/show_bug.cgi?id=4992
Summary: glClear vs rendering with 16 bits per channel
Product: Mesa
Version: CVS
Platform: PC
OS/Version: Windows 2000
Status: NEW
Severity: minor
Priority: P4
Component: Mesa core
AssignedTo: [email protected]
ReportedBy: [EMAIL PROTECTED]
When comparing the pixel colours from glClear and normal rendering it was found
that the same colour differed by one pixel value. This was found to be caused
by glClear (in s_buffers.c, function clear_rgba_buffer) using the macro
FLOAT_TO_USHORT which truncates while the normal rendering pipeline (in
t_vertex_generic.c) uses the macro UNCLAMPED_FLOAT_TO_USHORT which rounds. So
for a pixel value expected to be 2.52 the glClear calculated 2 and the
rendering pipeline calculated 3.
This was resolved simply resolved by substituting the latted macro in the
glClear case. Therefore the lines 135 to 138 were changed to
UNCLAMPED_FLOAT_TO_USHORT(clear16[0], ctx->Color.ClearColor[0]);
UNCLAMPED_FLOAT_TO_USHORT(clear16[1], ctx->Color.ClearColor[1]);
UNCLAMPED_FLOAT_TO_USHORT(clear16[2], ctx->Color.ClearColor[2]);
UNCLAMPED_FLOAT_TO_USHORT(clear16[3], ctx->Color.ClearColor[3]);
This resolved the problem for this specific instance.
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