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authorFrancisco Jerez <[email protected]>2014-11-18 14:14:46 +0200
committerFrancisco Jerez <[email protected]>2015-05-04 17:44:15 +0300
commitdded5271e4e811fa6df5005df0961295f58d3a1d (patch)
tree2cd9f6d03708107522f63e9c6a71fb4165f30da7 /src/mesa/main/shaderimage.c
parent96142a3e87abb9e61ee87e895df64f5f64606e83 (diff)
mesa: Export shader image format to mesa format conversion function.
This function will be useful for back-ends to translate an image internal format as specified in GLSL code into a mesa format. Reviewed-by: Matt Turner <[email protected]>
Diffstat (limited to 'src/mesa/main/shaderimage.c')
-rw-r--r--src/mesa/main/shaderimage.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/mesa/main/shaderimage.c b/src/mesa/main/shaderimage.c
index dcbcca62360..f8120731e5a 100644
--- a/src/mesa/main/shaderimage.c
+++ b/src/mesa/main/shaderimage.c
@@ -58,8 +58,8 @@
# define MESA_FORMAT_SIGNED_RG_8 MESA_FORMAT_R8G8_SNORM
#endif
-static mesa_format
-get_image_format(GLenum format)
+mesa_format
+_mesa_get_shader_image_format(GLenum format)
{
switch (format) {
case GL_RGBA32F:
@@ -421,7 +421,7 @@ validate_bind_image_texture(struct gl_context *ctx, GLuint unit,
return GL_FALSE;
}
- if (!get_image_format(format)) {
+ if (!_mesa_get_shader_image_format(format)) {
_mesa_error(ctx, GL_INVALID_VALUE, "glBindImageTexture(format)");
return GL_FALSE;
}
@@ -458,7 +458,7 @@ _mesa_BindImageTexture(GLuint unit, GLuint texture, GLint level,
u->Level = level;
u->Access = access;
u->Format = format;
- u->_ActualFormat = get_image_format(format);
+ u->_ActualFormat = _mesa_get_shader_image_format(format);
if (_mesa_tex_target_is_layered(t->Target)) {
u->Layered = layered;
@@ -573,7 +573,7 @@ _mesa_BindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
continue;
}
- actualFormat = get_image_format(image->InternalFormat);
+ actualFormat = _mesa_get_shader_image_format(image->InternalFormat);
if (actualFormat == MESA_FORMAT_NONE) {
/* The ARB_multi_bind spec says: