const GLboolean stencilTransfer = ctx->Pixel.IndexShift
|| ctx->Pixel.IndexOffset || ctx->Pixel.MapStencilFlag;
struct gl_renderbuffer *depthRb, *stencilRb;
- GLint i;
depthRb = ctx->ReadBuffer->_DepthBuffer;
stencilRb = ctx->ReadBuffer->_StencilBuffer;
ASSERT(depthRb);
ASSERT(stencilRb);
- 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);
- }
+ 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 {
- /* general case */
- GLfloat depthVals[MAX_WIDTH];
- _swrast_read_depth_span_float(ctx, depthRb, width, x, y + i,
- depthVals);
- _mesa_pack_depth_stencil_span(ctx, width, depthStencilDst,
- depthVals, stencilVals, packing);
+ }
+ 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);
+ }
+ }
+ else {
+ /* general case */
+ GLfloat depthVals[MAX_WIDTH];
+ _swrast_read_depth_span_float(ctx, depthRb, width, x, y + i,
+ depthVals);
+ _mesa_pack_depth_stencil_span(ctx, width, depthStencilDst,
+ depthVals, stencilVals, packing);
+ }
}
}
}