st/mesa: simplify some code in get_texture_format_swizzle()

There's no need to cast to st_texture_image.  Just use gl_texture_image.

Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Brian Paul 2016-09-23 12:18:46 -06:00
parent 9add37b100
commit b3c8935165

View file

@ -211,11 +211,11 @@ get_texture_format_swizzle(const struct st_context *st,
*/
if (_mesa_is_gles3(st->ctx) &&
util_format_is_depth_or_stencil(stObj->pt->format)) {
const struct st_texture_image *firstImage =
st_texture_image_const(_mesa_base_tex_image(&stObj->base));
if (firstImage->base.InternalFormat != GL_DEPTH_COMPONENT &&
firstImage->base.InternalFormat != GL_DEPTH_STENCIL &&
firstImage->base.InternalFormat != GL_STENCIL_INDEX)
const struct gl_texture_image *firstImage =
_mesa_base_tex_image(&stObj->base);
if (firstImage->InternalFormat != GL_DEPTH_COMPONENT &&
firstImage->InternalFormat != GL_DEPTH_STENCIL &&
firstImage->InternalFormat != GL_STENCIL_INDEX)
depth_mode = GL_RED;
}
tex_swizzle = compute_texture_format_swizzle(baseFormat,