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mesa: do depth/stencil format conversion in glGetTexImage
glGetTexImage(GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8) was just using memcpy() instead of _mesa_unpack_uint_24_8_depth_stencil_row() to convert texels from the hardware format to the GL format. Fixes issue reported by David Meng at Intel. The new piglit ext_packed_depth_stencil-getteximage test checks for this bug. Also, add some format/type assertions. We don't yet handle the GL_FLOAT_32_UNSIGNED_INT_24_8_REV type. That should be fixed in a follow-on patch. Reviewed-by: Eric Anholt <eric@anholt.net> Cc: "10.0" "10.1" <mesa-stable@lists.freedesktop.org>
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1 changed files with 9 additions and 2 deletions
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@ -130,6 +130,10 @@ get_tex_depth_stencil(struct gl_context *ctx, GLuint dimensions,
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const GLint depth = texImage->Depth;
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GLint img, row;
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assert(format == GL_DEPTH_STENCIL);
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assert(type == GL_UNSIGNED_INT_24_8);
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/* XXX type == GL_FLOAT_32_UNSIGNED_INT_24_8_REV is not handled yet */
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for (img = 0; img < depth; img++) {
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GLubyte *srcMap;
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GLint rowstride;
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@ -145,8 +149,11 @@ get_tex_depth_stencil(struct gl_context *ctx, GLuint dimensions,
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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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/* XXX Z24_S8 vs. S8_Z24??? */
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memcpy(dest, src, width * sizeof(GLuint));
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/* Unpack from texture's format to GL's z24_s8 layout */
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_mesa_unpack_uint_24_8_depth_stencil_row(texImage->TexFormat,
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width,
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(const GLuint *) src,
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dest);
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if (ctx->Pack.SwapBytes) {
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_mesa_swap4((GLuint *) dest, width);
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}
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