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Always use ARGB8888 hardware texture format when mesa specifies
MESA_FORMAT_ARGB8888. Previously attempted to use ARGB0888 under some circumstances, but glean failed and demos/texenv.c was also incorrect.
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6931087958
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1 changed files with 9 additions and 8 deletions
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@ -173,7 +173,12 @@ static void viaSetTexImages(viaContextPtr vmesa,
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if (VIA_DEBUG) fprintf(stderr, "%s - in\n", __FUNCTION__);
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switch (baseImage->TexFormat->MesaFormat) {
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case MESA_FORMAT_ARGB8888:
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if (t->image[tObj->BaseLevel].internalFormat == GL_RGB)
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/* KW: I'm not sure what the thinking behind this test was, but
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* it definitely didn't work, see failures in demos/texenv.c
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* and glean texEnv test, both of which are corrected by
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* disabling the 0888 option:
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*/
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if (t->image[tObj->BaseLevel].internalFormat == GL_RGB && 0)
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texFormat = HC_HTXnFM_ARGB0888;
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else
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texFormat = HC_HTXnFM_ARGB8888;
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@ -408,13 +413,9 @@ static GLboolean viaUpdateTexUnit(GLcontext *ctx, GLuint unit)
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}
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}
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void viaUpdateTextureState(GLcontext *ctx)
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GLboolean viaUpdateTextureState(GLcontext *ctx)
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{
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viaContextPtr vmesa = VIA_CONTEXT(ctx);
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GLuint ok = (viaUpdateTexUnit(ctx, 0) &&
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viaUpdateTexUnit(ctx, 1));
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FALLBACK(vmesa, VIA_FALLBACK_TEXTURE, !ok);
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return (viaUpdateTexUnit(ctx, 0) &&
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viaUpdateTexUnit(ctx, 1));
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}
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