static void
get_tex_depth_stencil(struct gl_context *ctx, GLuint dimensions,
GLenum format, GLenum type, GLvoid *pixels,
- const struct gl_texture_image *texImage)
+ struct gl_texture_image *texImage)
{
const GLint width = texImage->Width;
const GLint height = texImage->Height;
const GLint depth = texImage->Depth;
- const GLint rowstride = texImage->RowStride;
- const GLuint *src = (const GLuint *) texImage->Data;
GLint img, row;
for (img = 0; img < depth; img++) {
+ GLubyte *srcMap;
+ GLint rowstride;
+
+ /* map src texture buffer */
+ ctx->Driver.MapTextureImage(ctx, texImage, img,
+ 0, 0, width, height, GL_MAP_READ_BIT,
+ &srcMap, &rowstride);
+
for (row = 0; row < height; row++) {
+ const GLubyte *src = srcMap + row * rowstride;
void *dest = _mesa_image_address(dimensions, &ctx->Pack, pixels,
width, height, format, type,
img, row, 0);
+ /* XXX Z24_S8 vs. S8_Z24??? */
memcpy(dest, src, width * sizeof(GLuint));
if (ctx->Pack.SwapBytes) {
_mesa_swap4((GLuint *) dest, width);
}
-
- src += rowstride;
}
+
+ ctx->Driver.UnmapTextureImage(ctx, texImage, img);
}
}
format, type);
GLuint depth, i;
GLubyte *dest;
+ GLboolean do_map = GL_TRUE;
if (stImage->pt && util_format_is_s3tc(stImage->pt->format)) {
/* Need to decompress the texture.
return;
}
+ if (format == GL_DEPTH_STENCIL_EXT) {
+ do_map = GL_FALSE;
+ }
+
/* Map */
- if (stImage->pt) {
+ if (do_map && stImage->pt) {
/* Image is stored in hardware format in a buffer managed by the
* kernel. Need to explicitly map and unmap it.
*/
* util_format_get_blockwidth(stImage->pt->format)
/ util_format_get_blocksize(stImage->pt->format);
}
- else {
+ else if (do_map) {
/* Otherwise, the image should actually be stored in
* texImage->Data. This is pretty confusing for
* everybody, I'd much prefer to separate the two functions of
texImage->Depth = depth;
/* Unmap */
- if (stImage->pt) {
+ if (do_map && stImage->pt) {
st_texture_image_unmap(st, stImage);
texImage->Data = NULL;
}