}
+static GLboolean
+_mesa_texstore_z32f_x24s8(TEXSTORE_PARAMS)
+{
+ ASSERT(dstFormat == MESA_FORMAT_Z32_FLOAT_X24S8);
+ ASSERT(srcFormat == GL_DEPTH_STENCIL ||
+ srcFormat == GL_DEPTH_COMPONENT ||
+ srcFormat == GL_STENCIL_INDEX);
+ ASSERT(srcFormat != GL_DEPTH_STENCIL ||
+ srcType == GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
+
+ if (srcFormat == GL_DEPTH_STENCIL &&
+ ctx->Pixel.DepthScale == 1.0f &&
+ ctx->Pixel.DepthBias == 0.0f &&
+ !srcPacking->SwapBytes) {
+ /* simple path */
+ memcpy_texture(ctx, dims,
+ dstFormat, dstAddr, dstXoffset, dstYoffset, dstZoffset,
+ dstRowStride,
+ dstImageOffsets,
+ srcWidth, srcHeight, srcDepth, srcFormat, srcType,
+ srcAddr, srcPacking);
+ }
+ else if (srcFormat == GL_DEPTH_COMPONENT ||
+ srcFormat == GL_STENCIL_INDEX) {
+ 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 *) dstAddr
+ + dstImageOffsets[dstZoffset + img]
+ + dstYoffset * dstRowStride / sizeof(uint64_t)
+ + dstXoffset;
+ const uint64_t *src
+ = (const uint64_t *) _mesa_image_address(dims, srcPacking, srcAddr,
+ srcWidth, srcHeight,
+ srcFormat, srcType,
+ img, 0, 0);
+ for (row = 0; row < srcHeight; row++) {
+ /* The unpack functions with:
+ * dstType = GL_FLOAT_32_UNSIGNED_INT_24_8_REV
+ * only write their own dword, so the other dword (stencil
+ * or depth) is preserved. */
+ if (srcFormat != GL_STENCIL_INDEX)
+ _mesa_unpack_depth_span(ctx, srcWidth,
+ GL_FLOAT_32_UNSIGNED_INT_24_8_REV, /* dst type */
+ dstRow, /* dst addr */
+ 1.0f, srcType, src, srcPacking);
+
+ if (srcFormat != GL_DEPTH_COMPONENT)
+ _mesa_unpack_stencil_span(ctx, srcWidth,
+ GL_FLOAT_32_UNSIGNED_INT_24_8_REV, /* dst type */
+ dstRow, /* dst addr */
+ srcType, src, srcPacking,
+ ctx->_ImageTransferState);
+
+ src += srcRowStride;
+ dstRow += dstRowStride / sizeof(uint64_t);
+ }
+ }
+ }
+ return GL_TRUE;
+}
+
/**
* Table mapping MESA_FORMAT_* to _mesa_texstore_*()
{ MESA_FORMAT_R11_G11_B10_FLOAT, _mesa_texstore_r11_g11_b10f },
{ MESA_FORMAT_Z32_FLOAT, _mesa_texstore_z32 },
- { MESA_FORMAT_Z32_FLOAT_X24S8, /* XXX */ },
+ { MESA_FORMAT_Z32_FLOAT_X24S8, _mesa_texstore_z32f_x24s8 },
};