[Mesa-dev] [PATCH 05/10] mesa: Convert depth/stencil glGetTexImage() to using MapTextureImage().
Eric Anholt
eric at anholt.net
Thu Sep 22 17:14:43 PDT 2011
From: Brian Paul <brianp at vmware.com>
Note that the implementation before and after appears to be broken in
its handling of Z24_S8 vs S8_Z24.
---
src/mesa/main/texgetimage.c | 18 +++++++++++++-----
src/mesa/state_tracker/st_cb_texture.c | 11 ++++++++---
2 files changed, 21 insertions(+), 8 deletions(-)
diff --git a/src/mesa/main/texgetimage.c b/src/mesa/main/texgetimage.c
index 199fb5c..fdf0e1a 100644
--- a/src/mesa/main/texgetimage.c
+++ b/src/mesa/main/texgetimage.c
@@ -110,27 +110,35 @@ get_tex_depth(struct gl_context *ctx, GLuint dimensions,
static void
get_tex_depth_stencil(struct gl_context *ctx, GLuint dimensions,
GLenum format, GLenum type, GLvoid *pixels,
- const struct gl_texture_image *texImage)
+ struct gl_texture_image *texImage)
{
const GLint width = texImage->Width;
const GLint height = texImage->Height;
const GLint depth = texImage->Depth;
- const GLint rowstride = texImage->RowStride;
- const GLuint *src = (const GLuint *) texImage->Data;
GLint img, row;
for (img = 0; img < depth; img++) {
+ GLubyte *srcMap;
+ GLint rowstride;
+
+ /* map src texture buffer */
+ ctx->Driver.MapTextureImage(ctx, texImage, img,
+ 0, 0, width, height, GL_MAP_READ_BIT,
+ &srcMap, &rowstride);
+
for (row = 0; row < height; row++) {
+ const GLubyte *src = srcMap + row * rowstride;
void *dest = _mesa_image_address(dimensions, &ctx->Pack, pixels,
width, height, format, type,
img, row, 0);
+ /* XXX Z24_S8 vs. S8_Z24??? */
memcpy(dest, src, width * sizeof(GLuint));
if (ctx->Pack.SwapBytes) {
_mesa_swap4((GLuint *) dest, width);
}
-
- src += rowstride;
}
+
+ ctx->Driver.UnmapTextureImage(ctx, texImage, img);
}
}
diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c
index 00622ad..884e94e 100644
--- a/src/mesa/state_tracker/st_cb_texture.c
+++ b/src/mesa/state_tracker/st_cb_texture.c
@@ -940,6 +940,7 @@ st_GetTexImage(struct gl_context * ctx, GLenum target, GLint level,
format, type);
GLuint depth, i;
GLubyte *dest;
+ GLboolean do_map = GL_TRUE;
if (stImage->pt && util_format_is_s3tc(stImage->pt->format)) {
/* Need to decompress the texture.
@@ -951,8 +952,12 @@ st_GetTexImage(struct gl_context * ctx, GLenum target, GLint level,
return;
}
+ if (format == GL_DEPTH_STENCIL_EXT) {
+ do_map = GL_FALSE;
+ }
+
/* Map */
- if (stImage->pt) {
+ if (do_map && stImage->pt) {
/* Image is stored in hardware format in a buffer managed by the
* kernel. Need to explicitly map and unmap it.
*/
@@ -965,7 +970,7 @@ st_GetTexImage(struct gl_context * ctx, GLenum target, GLint level,
* util_format_get_blockwidth(stImage->pt->format)
/ util_format_get_blocksize(stImage->pt->format);
}
- else {
+ else if (do_map) {
/* Otherwise, the image should actually be stored in
* texImage->Data. This is pretty confusing for
* everybody, I'd much prefer to separate the two functions of
@@ -1001,7 +1006,7 @@ st_GetTexImage(struct gl_context * ctx, GLenum target, GLint level,
texImage->Depth = depth;
/* Unmap */
- if (stImage->pt) {
+ if (do_map && stImage->pt) {
st_texture_image_unmap(st, stImage);
texImage->Data = NULL;
}
--
1.7.5.4
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