swrast: Switch the remaining depth readpixels to MapRenderbuffer.
This avoids the wrapper, which should improve performance on packed depth/stencil drivers. Reviewed-by: Brian Paul <brianp@vmware.com>
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@ -103,8 +103,10 @@ read_depth_pixels( struct gl_context *ctx,
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const struct gl_pixelstore_attrib *packing )
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{
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struct gl_framebuffer *fb = ctx->ReadBuffer;
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struct gl_renderbuffer *rb = fb->_DepthBuffer;
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struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
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GLint j;
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GLubyte *dst, *map;
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int dstStride, stride;
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if (!rb)
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return;
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@ -120,14 +122,24 @@ read_depth_pixels( struct gl_context *ctx,
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if (fast_read_depth_pixels(ctx, x, y, width, height, type, pixels, packing))
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return;
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dstStride = _mesa_image_row_stride(packing, width, GL_DEPTH_COMPONENT, type);
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dst = (GLubyte *) _mesa_image_address2d(packing, pixels, width, height,
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GL_DEPTH_COMPONENT, type, 0, 0);
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ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height, GL_MAP_READ_BIT,
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&map, &stride);
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/* General case (slower) */
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for (j = 0; j < height; j++, y++) {
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GLfloat depthValues[MAX_WIDTH];
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GLvoid *dest = _mesa_image_address2d(packing, pixels, width, height,
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GL_DEPTH_COMPONENT, type, j, 0);
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_swrast_read_depth_span_float(ctx, rb, width, x, y, depthValues);
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_mesa_pack_depth_span(ctx, width, dest, type, depthValues, packing);
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_mesa_unpack_float_z_row(rb->Format, width, map, depthValues);
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_mesa_pack_depth_span(ctx, width, dst, type, depthValues, packing);
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dst += dstStride;
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map += stride;
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}
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ctx->Driver.UnmapRenderbuffer(ctx, rb);
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}
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