swrast: use gl_renderbuffer::StrideInBytes in depth/stencil code
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@@ -217,7 +217,7 @@ get_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
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GLuint i;
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GLuint i;
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if (rb->Format == MESA_FORMAT_Z32) {
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if (rb->Format == MESA_FORMAT_Z32) {
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const GLint rowStride = rb->RowStride * 4;
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const GLint rowStride = rb->RowStrideBytes;
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for (i = 0; i < count; i++) {
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for (i = 0; i < count; i++) {
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if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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zbuffer[i] = *((GLuint *) (map + y[i] * rowStride + x[i] * 4));
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zbuffer[i] = *((GLuint *) (map + y[i] * rowStride + x[i] * 4));
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@@ -226,7 +226,7 @@ get_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
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}
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}
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else {
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else {
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const GLint bpp = _mesa_get_format_bytes(rb->Format);
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const GLint bpp = _mesa_get_format_bytes(rb->Format);
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const GLint rowStride = rb->RowStride * bpp;
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const GLint rowStride = rb->RowStrideBytes;
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for (i = 0; i < count; i++) {
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for (i = 0; i < count; i++) {
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if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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const GLubyte *src = map + y[i] * rowStride+ x[i] * bpp;
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const GLubyte *src = map + y[i] * rowStride+ x[i] * bpp;
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@@ -251,7 +251,7 @@ put_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
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GLuint i;
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GLuint i;
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if (rb->Format == MESA_FORMAT_Z32) {
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if (rb->Format == MESA_FORMAT_Z32) {
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const GLuint rowStride = rb->RowStride * 4;
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const GLuint rowStride = rb->RowStrideBytes;
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for (i = 0; i < count; i++) {
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for (i = 0; i < count; i++) {
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if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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GLuint *dst = (GLuint *) (map + y[i] * rowStride + x[i] * 4);
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GLuint *dst = (GLuint *) (map + y[i] * rowStride + x[i] * 4);
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@@ -262,7 +262,7 @@ put_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
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else {
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else {
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gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
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gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
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const GLint bpp = _mesa_get_format_bytes(rb->Format);
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const GLint bpp = _mesa_get_format_bytes(rb->Format);
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const GLint rowStride = rb->RowStride * bpp;
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const GLint rowStride = rb->RowStrideBytes;
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for (i = 0; i < count; i++) {
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for (i = 0; i < count; i++) {
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if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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void *dst = map + y[i] * rowStride + x[i] * bpp;
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void *dst = map + y[i] * rowStride + x[i] * bpp;
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@@ -297,7 +297,7 @@ get_s8_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
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GLuint i;
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GLuint i;
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if (rb->Format == MESA_FORMAT_S8) {
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if (rb->Format == MESA_FORMAT_S8) {
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const GLint rowStride = rb->RowStride;
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const GLint rowStride = rb->RowStrideBytes;
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for (i = 0; i < count; i++) {
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for (i = 0; i < count; i++) {
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if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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stencil[i] = *(map + y[i] * rowStride + x[i]);
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stencil[i] = *(map + y[i] * rowStride + x[i]);
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@@ -306,7 +306,7 @@ get_s8_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
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}
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}
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else {
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else {
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const GLint bpp = _mesa_get_format_bytes(rb->Format);
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const GLint bpp = _mesa_get_format_bytes(rb->Format);
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const GLint rowStride = rb->RowStride * bpp;
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const GLint rowStride = rb->RowStrideBytes;
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for (i = 0; i < count; i++) {
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for (i = 0; i < count; i++) {
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if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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const GLubyte *src = map + y[i] * rowStride + x[i] * bpp;
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const GLubyte *src = map + y[i] * rowStride + x[i] * bpp;
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