diff options
author | Brian Paul <brian.paul@tungstengraphics.com> | 2008-08-08 12:29:48 -0600 |
---|---|---|
committer | Brian Paul <brian.paul@tungstengraphics.com> | 2008-08-08 12:29:48 -0600 |
commit | 966e199e409a1b52eef88e48997442250997f45e (patch) | |
tree | 4ed9c2af898a810b367b87f183cd3622e7670b33 | |
parent | 27858226dc4eb3e64d980ba8530c2fd2e39218cf (diff) |
mesa: fix some pixel transfer state tests for depth formats
-rw-r--r-- | src/mesa/main/texstore.c | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/src/mesa/main/texstore.c b/src/mesa/main/texstore.c index 9fe989aaeb..e821d9f367 100644 --- a/src/mesa/main/texstore.c +++ b/src/mesa/main/texstore.c @@ -1160,7 +1160,8 @@ _mesa_texstore_z32(TEXSTORE_PARAMS) ASSERT(dstFormat == &_mesa_texformat_z32); ASSERT(dstFormat->TexelBytes == sizeof(GLuint)); - if (!ctx->_ImageTransferState && + if (ctx->Pixel.DepthScale == 1.0f && + ctx->Pixel.DepthBias == 0.0f && !srcPacking->SwapBytes && baseInternalFormat == GL_DEPTH_COMPONENT && srcFormat == GL_DEPTH_COMPONENT && @@ -1207,7 +1208,8 @@ _mesa_texstore_z16(TEXSTORE_PARAMS) ASSERT(dstFormat == &_mesa_texformat_z16); ASSERT(dstFormat->TexelBytes == sizeof(GLushort)); - if (!ctx->_ImageTransferState && + if (ctx->Pixel.DepthScale == 1.0f && + ctx->Pixel.DepthBias == 0.0f && !srcPacking->SwapBytes && baseInternalFormat == GL_DEPTH_COMPONENT && srcFormat == GL_DEPTH_COMPONENT && @@ -2405,7 +2407,8 @@ _mesa_texstore_z24_s8(TEXSTORE_PARAMS) ASSERT(srcFormat == GL_DEPTH_STENCIL_EXT); ASSERT(srcType == GL_UNSIGNED_INT_24_8_EXT); - if (!ctx->_ImageTransferState && + if (ctx->Pixel.DepthScale == 1.0f && + ctx->Pixel.DepthBias == 0.0f && !srcPacking->SwapBytes) { /* simple path */ memcpy_texture(ctx, dims, @@ -2476,7 +2479,7 @@ _mesa_texstore_s8_z24(TEXSTORE_PARAMS) ASSERT(srcFormat == GL_DEPTH_STENCIL_EXT || srcFormat == GL_DEPTH_COMPONENT); ASSERT(srcFormat != GL_DEPTH_STENCIL_EXT || srcType == GL_UNSIGNED_INT_24_8_EXT); - /* Incase we only upload depth we need to preserve the stencil */ + /* In case 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 @@ -2504,7 +2507,8 @@ _mesa_texstore_s8_z24(TEXSTORE_PARAMS) dstRow += dstRowStride / sizeof(GLuint); } } - } else { + } + else { for (img = 0; img < srcDepth; img++) { GLuint *dstRow = (GLuint *) dstAddr + dstImageOffsets[dstZoffset + img] |