const GLint srcRowStride
= _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType);
GLint img, row;
+ GLuint *depth = malloc(srcWidth * sizeof(GLuint));
+ GLubyte *stencil = malloc(srcWidth * sizeof(GLubyte));
ASSERT(dstFormat == MESA_FORMAT_S8_UINT_Z24_UNORM);
ASSERT(srcFormat == GL_DEPTH_STENCIL_EXT ||
srcType == GL_UNSIGNED_INT_24_8_EXT ||
srcType == GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
- GLuint *depth = malloc(srcWidth * sizeof(GLuint));
- GLubyte *stencil = malloc(srcWidth * sizeof(GLubyte));
-
if (!depth || !stencil) {
free(depth);
free(stencil);
static GLboolean
_mesa_texstore_z32f_x24s8(TEXSTORE_PARAMS)
{
+ GLint img, row;
+ const GLint srcRowStride
+ = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType)
+ / sizeof(uint64_t);
+
ASSERT(dstFormat == MESA_FORMAT_Z32_FLOAT_S8X24_UINT);
ASSERT(srcFormat == GL_DEPTH_STENCIL ||
srcFormat == GL_DEPTH_COMPONENT ||
srcType == GL_UNSIGNED_INT_24_8 ||
srcType == GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
- GLint img, row;
- const GLint srcRowStride
- = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType)
- / sizeof(uint64_t);
-
/* In case we only upload depth we need to preserve the stencil */
for (img = 0; img < srcDepth; img++) {
uint64_t *dstRow = (uint64_t *) dstSlices[img];