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mesa: Convert depth glGetTexImage() to using MapTextureImage().
Tested-by: Brian Paul <brianp@vmware.com>
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59348722b7
commit
429b45e7c0
2 changed files with 14 additions and 8 deletions
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@ -71,14 +71,13 @@ type_with_negative_values(GLenum type)
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static void
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get_tex_depth(struct gl_context *ctx, GLuint dimensions,
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GLenum format, GLenum type, GLvoid *pixels,
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const struct gl_texture_image *texImage)
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struct gl_texture_image *texImage)
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{
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const GLint width = texImage->Width;
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const GLint height = texImage->Height;
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const GLint depth = texImage->Depth;
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GLint img, row;
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GLfloat *depthRow = (GLfloat *) malloc(width * sizeof(GLfloat));
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const GLint texelSize = _mesa_get_format_bytes(texImage->TexFormat);
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if (!depthRow) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
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@ -86,18 +85,24 @@ get_tex_depth(struct gl_context *ctx, GLuint dimensions,
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}
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for (img = 0; img < depth; img++) {
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GLubyte *srcMap;
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GLint srcRowStride;
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/* map src texture buffer */
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ctx->Driver.MapTextureImage(ctx, texImage, img,
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0, 0, width, height, GL_MAP_READ_BIT,
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&srcMap, &srcRowStride);
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for (row = 0; row < height; row++) {
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void *dest = _mesa_image_address(dimensions, &ctx->Pack, pixels,
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width, height, format, type,
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img, row, 0);
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const GLubyte *src = (GLubyte *) texImage->Data +
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(texImage->ImageOffsets[img] +
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texImage->RowStride * row) * texelSize;
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const GLubyte *src = srcMap + row * srcRowStride;
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_mesa_unpack_float_z_row(texImage->TexFormat, width, src, depthRow);
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_mesa_pack_depth_span(ctx, width, dest, type, depthRow, &ctx->Pack);
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}
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ctx->Driver.UnmapTextureImage(ctx, texImage, img);
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}
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free(depthRow);
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@ -950,7 +950,8 @@ st_GetTexImage(struct gl_context * ctx, GLenum target, GLint level,
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return;
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}
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if (format == GL_DEPTH_STENCIL_EXT) {
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if (format == GL_DEPTH_STENCIL ||
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format == GL_DEPTH_COMPONENT) {
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do_map = GL_FALSE;
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}
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