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authorBrian Paul <[email protected]>2009-09-30 20:28:45 -0600
committerBrian Paul <[email protected]>2009-09-30 20:28:45 -0600
commit1f7c914ad0beea8a29c1a171c7cd1a12f2efe0fa (patch)
tree1126fbf352c0f86b86afda83a7a0ca58e6243723 /src/mesa/main/texrender.c
parente2e7bd6c1f979179e6840cf0e8db72fc72751650 (diff)
mesa: replace gl_texture_format with gl_format
Now gl_texture_image::TexFormat is a simple MESA_FORMAT_x enum. ctx->Driver.ChooseTexture format also returns a MESA_FORMAT_x. gl_texture_format will go away next.
Diffstat (limited to 'src/mesa/main/texrender.c')
-rw-r--r--src/mesa/main/texrender.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/mesa/main/texrender.c b/src/mesa/main/texrender.c
index 54e5668abc2..81bb1d40ffd 100644
--- a/src/mesa/main/texrender.c
+++ b/src/mesa/main/texrender.c
@@ -470,7 +470,7 @@ update_wrapper(GLcontext *ctx, const struct gl_renderbuffer_attachment *att)
trb->TexImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel];
ASSERT(trb->TexImage);
- trb->Store = _mesa_get_texel_store_func(trb->TexImage->TexFormat->MesaFormat);
+ trb->Store = _mesa_get_texel_store_func(trb->TexImage->TexFormat);
if (!trb->Store) {
/* we'll never draw into some textures (compressed formats) */
trb->Store = store_nop;
@@ -485,21 +485,21 @@ update_wrapper(GLcontext *ctx, const struct gl_renderbuffer_attachment *att)
trb->Zoffset = att->Zoffset;
}
- texFormat = trb->TexImage->TexFormat->MesaFormat;
+ texFormat = trb->TexImage->TexFormat;
trb->Base.Width = trb->TexImage->Width;
trb->Base.Height = trb->TexImage->Height;
trb->Base.InternalFormat = trb->TexImage->InternalFormat;
/* XXX may need more special cases here */
- if (trb->TexImage->TexFormat->MesaFormat == MESA_FORMAT_Z24_S8) {
+ if (trb->TexImage->TexFormat == MESA_FORMAT_Z24_S8) {
trb->Base._ActualFormat = GL_DEPTH24_STENCIL8_EXT;
trb->Base.DataType = GL_UNSIGNED_INT_24_8_EXT;
}
- else if (trb->TexImage->TexFormat->MesaFormat == MESA_FORMAT_Z16) {
+ else if (trb->TexImage->TexFormat == MESA_FORMAT_Z16) {
trb->Base._ActualFormat = GL_DEPTH_COMPONENT;
trb->Base.DataType = GL_UNSIGNED_SHORT;
}
- else if (trb->TexImage->TexFormat->MesaFormat == MESA_FORMAT_Z32) {
+ else if (trb->TexImage->TexFormat == MESA_FORMAT_Z32) {
trb->Base._ActualFormat = GL_DEPTH_COMPONENT;
trb->Base.DataType = GL_UNSIGNED_INT;
}