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.
This commit is contained in:
Brian 2007-04-19 11:23:26 -06:00
parent 8e6207396c
commit 6bde08815f

View file

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