st/mesa: don't set RENDER_TARGET/DEPTH_STENCIL flag for compressed textures

This commit is contained in:
Brian Paul 2010-04-23 12:28:55 -06:00
parent a8c78f3aa1
commit 70df04404b

View file

@ -661,11 +661,13 @@ st_ChooseTextureFormat(GLcontext *ctx, GLint internalFormat,
* An alternative would be to destroy and re-create a texture when
* we first start rendering to it.
*/
if (_mesa_is_depth_format(internalFormat) ||
_mesa_is_depthstencil_format(internalFormat))
usage |= PIPE_BIND_DEPTH_STENCIL;
else
usage |= PIPE_BIND_RENDER_TARGET;
if (!_mesa_is_compressed_format(ctx, internalFormat)) {
if (_mesa_is_depth_format(internalFormat) ||
_mesa_is_depthstencil_format(internalFormat))
usage |= PIPE_BIND_DEPTH_STENCIL;
else
usage |= PIPE_BIND_RENDER_TARGET;
}
pFormat = st_choose_format(ctx->st->pipe->screen, internalFormat,
PIPE_TEXTURE_2D, usage);