mesa: implement packing of DEPTH_STENCIL & FLOAT_32_UNSIGNED_INT_24_8_REV combo
Tested with the new piglit fbo-depthstencil test.
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+16
-5
@@ -5056,10 +5056,11 @@ _mesa_pack_depth_span( struct gl_context *ctx, GLuint n, GLvoid *dest,
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/**
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* Pack depth and stencil values as GL_DEPTH_STENCIL/GL_UNSIGNED_INT_24_8.
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* Pack depth and stencil values as GL_DEPTH_STENCIL (GL_UNSIGNED_INT_24_8 etc)
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*/
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void
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_mesa_pack_depth_stencil_span(struct gl_context *ctx, GLuint n, GLuint *dest,
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_mesa_pack_depth_stencil_span(struct gl_context *ctx,GLuint n,
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GLenum dstType, GLuint *dest,
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const GLfloat *depthVals,
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const GLstencil *stencilVals,
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const struct gl_pixelstore_attrib *dstPacking)
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@@ -5089,9 +5090,19 @@ _mesa_pack_depth_stencil_span(struct gl_context *ctx, GLuint n, GLuint *dest,
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stencilVals = stencilCopy;
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}
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for (i = 0; i < n; i++) {
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GLuint z = (GLuint) (depthVals[i] * 0xffffff);
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dest[i] = (z << 8) | (stencilVals[i] & 0xff);
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switch (dstType) {
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case GL_UNSIGNED_INT_24_8:
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for (i = 0; i < n; i++) {
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GLuint z = (GLuint) (depthVals[i] * 0xffffff);
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dest[i] = (z << 8) | (stencilVals[i] & 0xff);
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}
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break;
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case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
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for (i = 0; i < n; i++) {
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((GLfloat*)dest)[i*2] = depthVals[i];
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dest[i*2+1] = stencilVals[i] & 0xff;
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}
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break;
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}
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if (dstPacking->SwapBytes) {
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@@ -130,8 +130,8 @@ _mesa_pack_depth_span(struct gl_context *ctx, GLuint n, GLvoid *dest,
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extern void
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_mesa_pack_depth_stencil_span(struct gl_context *ctx,
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GLuint n, GLuint *dest,
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_mesa_pack_depth_stencil_span(struct gl_context *ctx,GLuint n,
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GLenum dstType, GLuint *dest,
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const GLfloat *depthVals,
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const GLstencil *stencilVals,
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const struct gl_pixelstore_attrib *dstPacking);
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@@ -177,7 +177,7 @@ st_read_stencil_pixels(struct gl_context *ctx, GLint x, GLint y,
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dest = _mesa_image_address2d(packing, pixels, width, height,
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format, type, j, 0);
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if (format == GL_DEPTH_STENCIL) {
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_mesa_pack_depth_stencil_span(ctx, width, dest,
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_mesa_pack_depth_stencil_span(ctx, width, type, dest,
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zValues, sValues, packing);
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}
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else {
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@@ -446,7 +446,7 @@ read_depth_stencil_pixels(struct gl_context *ctx,
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GLfloat depthVals[MAX_WIDTH];
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_swrast_read_depth_span_float(ctx, depthRb, width, x, y + i,
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depthVals);
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_mesa_pack_depth_stencil_span(ctx, width, depthStencilDst,
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_mesa_pack_depth_stencil_span(ctx, width, type, depthStencilDst,
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depthVals, stencilVals, packing);
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}
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}
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