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.
This commit is contained in:
Keith Whitwell 2005-01-19 12:06:17 +00:00
parent 6931087958
commit bdb5725bab

View file

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