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In _mesa_unpack_depth_span() look for special cases of GLuint->GLushort and GLushort->GLuint conversion.
This improves performance and avoids int/float/int conversion problems that can introduce errors during glCopyTexImage(). Another fix for the depth peeling algorithm.
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1 changed files with 31 additions and 0 deletions
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@ -3893,6 +3893,36 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
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{
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GLfloat depthTemp[MAX_WIDTH], *depthValues;
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/* Look for special cases first.
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* Not only are these faster, they're less prone to numeric conversion
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* problems. Otherwise, converting from an int type to a float then
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* back to an int type can introduce errors that will show up as
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* artifacts in things like depth peeling which uses glCopyTexImage.
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*/
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if (ctx->Pixel.DepthScale == 1.0 && ctx->Pixel.DepthBias == 0.0) {
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if (srcType == GL_UNSIGNED_INT && dstType == GL_UNSIGNED_SHORT) {
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const GLuint *src = (const GLuint *) source;
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GLushort *dst = (GLushort *) dest;
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GLuint i;
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for (i = 0; i < n; i++) {
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dst[i] = src[i] >> 16;
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}
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return;
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}
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if (srcType == GL_UNSIGNED_SHORT && dstType == GL_UNSIGNED_INT) {
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const GLushort *src = (const GLushort *) source;
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GLuint *dst = (GLuint *) dest;
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GLuint i;
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for (i = 0; i < n; i++) {
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dst[i] = src[i] | (src[i] << 16);
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}
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return;
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}
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/* XXX may want to add additional cases here someday */
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}
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/* general case path */
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if (dstType == GL_FLOAT) {
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depthValues = (GLfloat *) dest;
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}
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@ -3903,6 +3933,7 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
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/* XXX we need to obey srcPacking->SwapBytes here!!! */
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(void) srcPacking;
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/* convert incoming values to GLfloat */
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switch (srcType) {
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case GL_BYTE:
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DEPTH_VALUES(GLbyte, BYTE_TO_FLOAT);
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