- dst = _mesa_image_address2d(packing, pixels, width, height,
- format, type, row, 0);
- if (ctx->Visual.redBits < CHAN_BITS ||
- ctx->Visual.greenBits < CHAN_BITS ||
- ctx->Visual.blueBits < CHAN_BITS) {
- /* Requantize the color values into floating point and go from
- * there. This fixes conformance failures with 16-bit color
- * buffers, for example.
- */
- DEFMARRAY(GLfloat, rgbaf, MAX_WIDTH, 4); /* mac 32k limitation */
- CHECKARRAY(rgbaf, return); /* mac 32k limitation */
- _mesa_chan_to_float_span(ctx, readWidth,
- (CONST GLchan (*)[4]) rgba, rgbaf);
- _mesa_pack_rgba_span_float(ctx, readWidth,
- (CONST GLfloat (*)[4]) rgbaf,
- format, type, dst, packing,
- ctx->_ImageTransferState);
- UNDEFARRAY(rgbaf); /* mac 32k limitation */
+
+ /* apply fudge factor for shallow color buffers */
+ if (fb->Visual.redBits < 8 ||
+ fb->Visual.greenBits < 8 ||
+ fb->Visual.blueBits < 8) {
+ adjust_colors(ctx, width, rgba);
+ }
+
+ /* pack the row of RGBA pixels into user's buffer */
+ _mesa_pack_rgba_span_float(ctx, width, rgba, format, type, dst,
+ packing, transferOps);
+
+ dst += dstStride;
+ }
+ }
+}
+
+
+/**
+ * Read combined depth/stencil values.
+ * We'll have already done error checking to be sure the expected
+ * depth and stencil buffers really exist.
+ */
+static void
+read_depth_stencil_pixels(GLcontext *ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum type, GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing )
+{
+ const GLboolean scaleOrBias
+ = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0;
+ const GLboolean stencilTransfer = ctx->Pixel.IndexShift
+ || ctx->Pixel.IndexOffset || ctx->Pixel.MapStencilFlag;
+ struct gl_renderbuffer *depthRb, *stencilRb;
+
+ depthRb = ctx->ReadBuffer->_DepthBuffer;
+ stencilRb = ctx->ReadBuffer->_StencilBuffer;
+
+ if (!depthRb || !stencilRb)
+ return;
+
+ depthRb = ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
+ stencilRb = ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
+
+ if (depthRb->_BaseFormat == GL_DEPTH_STENCIL_EXT &&
+ stencilRb->_BaseFormat == GL_DEPTH_STENCIL_EXT &&
+ depthRb == stencilRb &&
+ !scaleOrBias &&
+ !stencilTransfer) {
+ /* This is the ideal case.
+ * Reading GL_DEPTH_STENCIL pixels from combined depth/stencil buffer.
+ * Plus, no pixel transfer ops to worry about!
+ */
+ GLint i;
+ GLint dstStride = _mesa_image_row_stride(packing, width,
+ GL_DEPTH_STENCIL_EXT, type);
+ GLubyte *dst = (GLubyte *) _mesa_image_address2d(packing, pixels,
+ width, height,
+ GL_DEPTH_STENCIL_EXT,
+ type, 0, 0);
+ for (i = 0; i < height; i++) {
+ depthRb->GetRow(ctx, depthRb, width, x, y + i, dst);
+ dst += dstStride;
+ }
+ }
+ else {
+ /* Reading GL_DEPTH_STENCIL pixels from separate depth/stencil buffers,
+ * or we need pixel transfer.
+ */
+ GLint i;
+ depthRb = ctx->ReadBuffer->_DepthBuffer;
+ stencilRb = ctx->ReadBuffer->_StencilBuffer;
+
+ for (i = 0; i < height; i++) {
+ GLstencil stencilVals[MAX_WIDTH];
+
+ GLuint *depthStencilDst = (GLuint *)
+ _mesa_image_address2d(packing, pixels, width, height,
+ GL_DEPTH_STENCIL_EXT, type, i, 0);
+
+ _swrast_read_stencil_span(ctx, stencilRb, width,
+ x, y + i, stencilVals);
+
+ if (!scaleOrBias && !stencilTransfer
+ && ctx->ReadBuffer->Visual.depthBits == 24) {
+ /* ideal case */
+ GLuint zVals[MAX_WIDTH]; /* 24-bit values! */
+ GLint j;
+ ASSERT(depthRb->DataType == GL_UNSIGNED_INT);
+ /* note, we've already been clipped */
+ depthRb->GetRow(ctx, depthRb, width, x, y + i, zVals);
+ for (j = 0; j < width; j++) {
+ depthStencilDst[j] = (zVals[j] << 8) | (stencilVals[j] & 0xff);
+ }