From d9d0d4198f9c76774649b8cad3f10352fd7b5ea5 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Sat, 24 Dec 2011 08:54:26 -0700 Subject: [PATCH] swrast: new fast_draw_depth_stencil() for glDrawPixels(GL_DEPTH_STENCIL) Stop using deprecated renderbuffer PutRow() function. Note that we aren't using Map/UnmapRenderbuffer() yet because this call is inside a swrast_render_start/finish() pair. v2: use _mesa_pack_uint_24_8_depth_stencil_row(), per Eric. --- src/mesa/swrast/s_drawpix.c | 56 ++++++++++++++++++++++++++----------- 1 file changed, 40 insertions(+), 16 deletions(-) diff --git a/src/mesa/swrast/s_drawpix.c b/src/mesa/swrast/s_drawpix.c index 4a661a0d73a..e9136d512ff 100644 --- a/src/mesa/swrast/s_drawpix.c +++ b/src/mesa/swrast/s_drawpix.c @@ -550,6 +550,41 @@ draw_rgba_pixels( struct gl_context *ctx, GLint x, GLint y, } +/** + * Draw depth+stencil values into a MESA_FORAMT_Z24_S8 or MESA_FORMAT_S8_Z24 + * renderbuffer. No masking, zooming, scaling, etc. + */ +static void +fast_draw_depth_stencil(struct gl_context *ctx, GLint x, GLint y, + GLsizei width, GLsizei height, + const struct gl_pixelstore_attrib *unpack, + const GLvoid *pixels) +{ + const GLenum format = GL_DEPTH_STENCIL_EXT; + const GLenum type = GL_UNSIGNED_INT_24_8; + struct gl_renderbuffer *rb = + ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; + GLubyte *src, *dst; + GLint srcRowStride, dstRowStride; + GLint i; + + src = _mesa_image_address2d(unpack, pixels, width, height, + format, type, 0, 0); + srcRowStride = _mesa_image_row_stride(unpack, width, format, type); + + dst = _swrast_pixel_address(rb, x, y); + dstRowStride = rb->RowStride * 4; + + for (i = 0; i < height; i++) { + _mesa_pack_uint_24_8_depth_stencil_row(rb->Format, width, + (const GLuint *) src, dst); + dst += dstRowStride; + src += srcRowStride; + } +} + + + /** * This is a bit different from drawing GL_DEPTH_COMPONENT pixels. * The only per-pixel operations that apply are depth scale/bias, @@ -587,27 +622,16 @@ draw_depth_stencil_pixels(struct gl_context *ctx, GLint x, GLint y, ASSERT(depthRb); ASSERT(stencilRb); - if (depthRb->_BaseFormat == GL_DEPTH_STENCIL_EXT && - depthRb->Format == MESA_FORMAT_Z24_S8 && + if (depthRb == stencilRb && + (depthRb->Format == MESA_FORMAT_Z24_S8 || + depthRb->Format == MESA_FORMAT_S8_Z24) && type == GL_UNSIGNED_INT_24_8 && - depthRb == stencilRb && - depthRb->GetRow && /* May be null if depthRb is a wrapper around - * separate depth and stencil buffers. */ !scaleOrBias && !zoom && ctx->Depth.Mask && (stencilMask & 0xff) == 0xff) { - /* This is the ideal case. - * Drawing GL_DEPTH_STENCIL pixels into a combined depth/stencil buffer. - * Plus, no pixel transfer ops, zooming, or masking needed. - */ - GLint i; - for (i = 0; i < height; i++) { - const GLuint *src = (const GLuint *) - _mesa_image_address2d(&clippedUnpack, pixels, width, height, - GL_DEPTH_STENCIL_EXT, type, i, 0); - depthRb->PutRow(ctx, depthRb, width, x, y + i, src, NULL); - } + fast_draw_depth_stencil(ctx, x, y, width, height, + &clippedUnpack, pixels); } else { /* sub-optimal cases: -- 2.30.2