swrast: new fast_draw_depth_stencil() for glDrawPixels(GL_DEPTH_STENCIL)
Stop using deprecated renderbuffer PutRow() function. Note that we aren't using Map/UnmapRenderbuffer() yet because this call is inside a swrast_render_start/finish() pair. v2: use _mesa_pack_uint_24_8_depth_stencil_row(), per Eric.
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+40
-16
@@ -550,6 +550,41 @@ draw_rgba_pixels( struct gl_context *ctx, GLint x, GLint y,
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}
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/**
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* Draw depth+stencil values into a MESA_FORAMT_Z24_S8 or MESA_FORMAT_S8_Z24
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* renderbuffer. No masking, zooming, scaling, etc.
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*/
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static void
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fast_draw_depth_stencil(struct gl_context *ctx, GLint x, GLint y,
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GLsizei width, GLsizei height,
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const struct gl_pixelstore_attrib *unpack,
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const GLvoid *pixels)
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{
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const GLenum format = GL_DEPTH_STENCIL_EXT;
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const GLenum type = GL_UNSIGNED_INT_24_8;
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struct gl_renderbuffer *rb =
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ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
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GLubyte *src, *dst;
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GLint srcRowStride, dstRowStride;
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GLint i;
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src = _mesa_image_address2d(unpack, pixels, width, height,
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format, type, 0, 0);
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srcRowStride = _mesa_image_row_stride(unpack, width, format, type);
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dst = _swrast_pixel_address(rb, x, y);
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dstRowStride = rb->RowStride * 4;
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for (i = 0; i < height; i++) {
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_mesa_pack_uint_24_8_depth_stencil_row(rb->Format, width,
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(const GLuint *) src, dst);
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dst += dstRowStride;
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src += srcRowStride;
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}
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}
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/**
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* This is a bit different from drawing GL_DEPTH_COMPONENT pixels.
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* The only per-pixel operations that apply are depth scale/bias,
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@@ -587,27 +622,16 @@ draw_depth_stencil_pixels(struct gl_context *ctx, GLint x, GLint y,
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ASSERT(depthRb);
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ASSERT(stencilRb);
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if (depthRb->_BaseFormat == GL_DEPTH_STENCIL_EXT &&
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depthRb->Format == MESA_FORMAT_Z24_S8 &&
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if (depthRb == stencilRb &&
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(depthRb->Format == MESA_FORMAT_Z24_S8 ||
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depthRb->Format == MESA_FORMAT_S8_Z24) &&
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type == GL_UNSIGNED_INT_24_8 &&
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depthRb == stencilRb &&
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depthRb->GetRow && /* May be null if depthRb is a wrapper around
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* separate depth and stencil buffers. */
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!scaleOrBias &&
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!zoom &&
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ctx->Depth.Mask &&
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(stencilMask & 0xff) == 0xff) {
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/* This is the ideal case.
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* Drawing GL_DEPTH_STENCIL pixels into a combined depth/stencil buffer.
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* Plus, no pixel transfer ops, zooming, or masking needed.
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*/
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GLint i;
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for (i = 0; i < height; i++) {
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const GLuint *src = (const GLuint *)
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_mesa_image_address2d(&clippedUnpack, pixels, width, height,
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GL_DEPTH_STENCIL_EXT, type, i, 0);
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depthRb->PutRow(ctx, depthRb, width, x, y + i, src, NULL);
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}
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fast_draw_depth_stencil(ctx, x, y, width, height,
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&clippedUnpack, pixels);
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}
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else {
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/* sub-optimal cases:
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