fast_read_depth_stencil_pixels(struct gl_context *ctx,
GLint x, GLint y,
GLsizei width, GLsizei height,
- GLenum type, GLvoid *pixels,
- const struct gl_pixelstore_attrib *packing)
+ GLenum type, GLvoid *dst, int dstStride)
{
struct gl_framebuffer *fb = ctx->ReadBuffer;
struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
struct gl_renderbuffer *stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
- GLubyte *dst, *map;
- int stride, dstStride, i;
+ GLubyte *map;
+ int stride, i;
if (rb != stencilRb)
return GL_FALSE;
ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height, GL_MAP_READ_BIT,
&map, &stride);
- dstStride = _mesa_image_row_stride(packing, width,
- GL_DEPTH_STENCIL_EXT, type);
- dst = (GLubyte *) _mesa_image_address2d(packing, pixels,
- width, height,
- GL_DEPTH_STENCIL_EXT,
- type, 0, 0);
-
for (i = 0; i < height; i++) {
_mesa_unpack_uint_24_8_depth_stencil_row(rb->Format, width,
map, (GLuint *)dst);
const GLboolean stencilTransfer = ctx->Pixel.IndexShift
|| ctx->Pixel.IndexOffset || ctx->Pixel.MapStencilFlag;
struct gl_renderbuffer *depthRb, *stencilRb;
+ GLubyte *dst;
+ int dstStride;
depthRb = ctx->ReadBuffer->_DepthBuffer;
stencilRb = ctx->ReadBuffer->_StencilBuffer;
if (!depthRb || !stencilRb)
return;
+ dst = (GLubyte *) _mesa_image_address2d(packing, pixels,
+ width, height,
+ GL_DEPTH_STENCIL_EXT,
+ type, 0, 0);
+ dstStride = _mesa_image_row_stride(packing, width,
+ GL_DEPTH_STENCIL_EXT, type);
+
if (!scaleOrBias && !stencilTransfer && !packing->SwapBytes) {
if (fast_read_depth_stencil_pixels(ctx, x, y, width, height, type,
- pixels, packing))
+ dst, dstStride))
return;
}
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);
+ GLuint *depthStencilDst = (GLuint *) (dst + dstStride * i);
_swrast_read_stencil_span(ctx, stencilRb, width,
x, y + i, stencilVals);