ASSERT(rb->_BaseFormat == GL_DEPTH_COMPONENT);
if (y < 0 || y >= (GLint) rb->Height ||
- x + (GLint) n <= 0 || x >= (GLint) rb->Width) {
+ x + n <= 0 || x >= (GLint) rb->Width) {
/* span is completely outside framebuffer */
_mesa_bzero(depth, n * sizeof(GLfloat));
return;
const GLvoid *pixels)
{
const GLint imgX = x, imgY = y;
+ const GLboolean scaleOrBias =
+ ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0;
const GLfloat depthScale = ctx->DrawBuffer->_DepthMaxF;
const GLuint stencilMask = ctx->Stencil.WriteMask[0];
const GLuint stencilType = (STENCIL_BITS == 8) ?
GL_DEPTH_STENCIL_EXT, type, i, 0);
if (ctx->Depth.Mask) {
- if (ctx->Pixel.DepthScale == 1.0F && ctx->Pixel.DepthBias == 0.0F
- && depthRb->DepthBits == 24) {
+ if (!scaleOrBias && depthRb->DepthBits == 24) {
/* fast path 24-bit zbuffer */
GLuint zValues[MAX_WIDTH];
GLint j;
else
depthRb->PutRow(ctx, depthRb, width, x, y + i, zValues, NULL);
}
- else if (ctx->Pixel.DepthScale == 1.0F && ctx->Pixel.DepthBias == 0.0F
- && depthRb->DepthBits == 16) {
+ else if (!scaleOrBias && depthRb->DepthBits == 16) {
/* fast path 16-bit zbuffer */
GLushort zValues[MAX_WIDTH];
GLint j;
GLenum type, GLvoid *pixels,
const struct gl_pixelstore_attrib *packing )
{
+ const GLboolean scaleOrBias =
+ ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0;
struct gl_renderbuffer *depthRb, *stencilRb;
GLint i;
GL_DEPTH_STENCIL_EXT, type, i, 0);
/* get depth values */
- if (ctx->Pixel.DepthScale == 1.0
- && ctx->Pixel.DepthBias == 0.0
- && depthRb->DepthBits == 24) {
+ if (!scaleOrBias && depthRb->DepthBits == 24) {
/* ideal case */
ASSERT(depthRb->DataType == GL_UNSIGNED_INT);
/* note, we've already been clipped */
GLfloat depthVals[MAX_WIDTH];
_swrast_read_depth_span_float(ctx, depthRb, width, x, y + i,
depthVals);
- if (ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0) {
+ if (scaleOrBias) {
_mesa_scale_and_bias_depth(ctx, width, depthVals);
}
/* convert to 24-bit GLuints */
for (j = 0; j < width; j++) {
- zVals[j] = FLOAT_TO_UINT(depthVals[j]) >> 8;
+ zVals[j] = (GLuint) (depthVals[j] * (GLfloat) 0xffffff);
}
}