- /* When blitting from an XRGB source to a ARGB destination, we need to
- * interpret the missing channel as 1.0. Blending can do that for us:
- * we simply use the RGB values from the fragment shader ("source RGB"),
- * but smash the alpha channel to 1.
- */
- if (params->src.mt &&
- _mesa_get_format_bits(params->dst.mt->format, GL_ALPHA_BITS) > 0 &&
- _mesa_get_format_bits(params->src.mt->format, GL_ALPHA_BITS) == 0) {
- blend->blend0.blend_enable = 1;
- blend->blend0.ia_blend_enable = 1;
-
- blend->blend0.blend_func = BRW_BLENDFUNCTION_ADD;
- blend->blend0.ia_blend_func = BRW_BLENDFUNCTION_ADD;
-
- blend->blend0.source_blend_factor = BRW_BLENDFACTOR_SRC_COLOR;
- blend->blend0.dest_blend_factor = BRW_BLENDFACTOR_ZERO;
- blend->blend0.ia_source_blend_factor = BRW_BLENDFACTOR_ONE;
- blend->blend0.ia_dest_blend_factor = BRW_BLENDFACTOR_ZERO;
- }
-