const GLuint depthScale = 0xffffff;
ASSERT(dstFormat == &_mesa_texformat_s8_z24);
- ASSERT(srcFormat == GL_DEPTH_STENCIL_EXT);
- ASSERT(srcType == GL_UNSIGNED_INT_24_8_EXT);
+ ASSERT(srcFormat == GL_DEPTH_STENCIL_EXT || srcFormat == GL_DEPTH_COMPONENT);
+ ASSERT(srcFormat != GL_DEPTH_STENCIL_EXT || srcType == GL_UNSIGNED_INT_24_8_EXT);
-
- /* general path */
const GLint srcRowStride
= _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType)
/ sizeof(GLuint);
GLint img, row;
- for (img = 0; img < srcDepth; img++) {
- GLuint *dstRow = (GLuint *) dstAddr
- + dstImageOffsets[dstZoffset + img]
- + dstYoffset * dstRowStride / sizeof(GLuint)
- + dstXoffset;
- const GLuint *src
- = (const GLuint *) _mesa_image_address(dims, srcPacking, srcAddr,
- srcWidth, srcHeight,
- srcFormat, srcType,
- img, 0, 0);
- for (row = 0; row < srcHeight; row++) {
- GLubyte stencil[MAX_WIDTH];
- GLint i;
- /* the 24 depth bits will be in the high position: */
- _mesa_unpack_depth_span(ctx, srcWidth,
- GL_UNSIGNED_INT, /* dst type */
- dstRow, /* dst addr */
- depthScale,
- srcType, src, srcPacking);
- /* get the 8-bit stencil values */
- _mesa_unpack_stencil_span(ctx, srcWidth,
- GL_UNSIGNED_BYTE, /* dst type */
- stencil, /* dst addr */
- srcType, src, srcPacking,
- ctx->_ImageTransferState);
- /* merge stencil values into depth values */
- for (i = 0; i < srcWidth; i++)
- dstRow[i] = stencil[i] << 24;
+ /* Incase we only upload depth we need to preserve the stencil */
+ if (srcFormat == GL_DEPTH_COMPONENT) {
+ for (img = 0; img < srcDepth; img++) {
+ GLuint *dstRow = (GLuint *) dstAddr
+ + dstImageOffsets[dstZoffset + img]
+ + dstYoffset * dstRowStride / sizeof(GLuint)
+ + dstXoffset;
+ const GLuint *src
+ = (const GLuint *) _mesa_image_address(dims, srcPacking, srcAddr,
+ srcWidth, srcHeight,
+ srcFormat, srcType,
+ img, 0, 0);
+ for (row = 0; row < srcHeight; row++) {
+ GLuint depth[MAX_WIDTH];
+ GLint i;
+ _mesa_unpack_depth_span(ctx, srcWidth,
+ GL_UNSIGNED_INT, /* dst type */
+ depth, /* dst addr */
+ depthScale,
+ srcType, src, srcPacking);
- src += srcRowStride;
- dstRow += dstRowStride / sizeof(GLuint);
+ for (i = 0; i < srcWidth; i++)
+ dstRow[i] = depth[i] | (dstRow[i] & 0xFF000000);
+
+ src += srcRowStride;
+ dstRow += dstRowStride / sizeof(GLuint);
+ }
+ }
+ } else {
+ for (img = 0; img < srcDepth; img++) {
+ GLuint *dstRow = (GLuint *) dstAddr
+ + dstImageOffsets[dstZoffset + img]
+ + dstYoffset * dstRowStride / sizeof(GLuint)
+ + dstXoffset;
+ const GLuint *src
+ = (const GLuint *) _mesa_image_address(dims, srcPacking, srcAddr,
+ srcWidth, srcHeight,
+ srcFormat, srcType,
+ img, 0, 0);
+ for (row = 0; row < srcHeight; row++) {
+ GLubyte stencil[MAX_WIDTH];
+ GLint i;
+ /* the 24 depth bits will be in the high position: */
+ _mesa_unpack_depth_span(ctx, srcWidth,
+ GL_UNSIGNED_INT, /* dst type */
+ dstRow, /* dst addr */
+ depthScale,
+ srcType, src, srcPacking);
+ /* get the 8-bit stencil values */
+ _mesa_unpack_stencil_span(ctx, srcWidth,
+ GL_UNSIGNED_BYTE, /* dst type */
+ stencil, /* dst addr */
+ srcType, src, srcPacking,
+ ctx->_ImageTransferState);
+ /* merge stencil values into depth values */
+ for (i = 0; i < srcWidth; i++)
+ dstRow[i] = stencil[i] << 24;
+
+ src += srcRowStride;
+ dstRow += dstRowStride / sizeof(GLuint);
+ }
}
}
return GL_TRUE;