mesa: don't map depth+stencil buffer twice in glReadPixels()

In slow_read_depth_stencil_pixels_separate() we might have separate
depth and stencil buffers or a combined buffer.  In the later case,
don't map the buffer twice.  This function is used when the depth
scale/bias pixel transfer values are not the defaults.

Fixes http://bugs.freedesktop.org/show_bug.cgi?id=42963

Reviewed-by: José Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul
2011-11-16 07:47:51 -07:00
parent 728a830fae
commit f6a50c0b1f
+11 -3
View File
@@ -402,10 +402,16 @@ slow_read_depth_stencil_pixels_separate(struct gl_context *ctx,
GLubyte *depthMap, *stencilMap;
int depthStride, stencilStride, j;
/* The depth and stencil buffers might be separate, or a single buffer.
* If one buffer, only map it once.
*/
ctx->Driver.MapRenderbuffer(ctx, depthRb, x, y, width, height,
GL_MAP_READ_BIT, &depthMap, &depthStride);
ctx->Driver.MapRenderbuffer(ctx, stencilRb, x, y, width, height,
GL_MAP_READ_BIT, &stencilMap, &stencilStride);
if (stencilRb != depthRb) {
ctx->Driver.MapRenderbuffer(ctx, stencilRb, x, y, width, height,
GL_MAP_READ_BIT, &stencilMap,
&stencilStride);
}
for (j = 0; j < height; j++) {
GLubyte stencilVals[MAX_WIDTH];
@@ -424,7 +430,9 @@ slow_read_depth_stencil_pixels_separate(struct gl_context *ctx,
}
ctx->Driver.UnmapRenderbuffer(ctx, depthRb);
ctx->Driver.UnmapRenderbuffer(ctx, stencilRb);
if (stencilRb != depthRb) {
ctx->Driver.UnmapRenderbuffer(ctx, stencilRb);
}
}