/*
* Mesa 3-D graphics library
- * Version: 7.3
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
const GLubyte *texture = (const GLubyte *) swImg->ImageSlices[0]; \
const GLint smask = texImg->Width - 1; \
const GLint tmask = texImg->Height - 1; \
- ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \
+ ASSERT(texImg->TexFormat == MESA_FORMAT_BGR_UNORM8); \
if (!rb || !texture) { \
return; \
}
const GLubyte *texture = (const GLubyte *) swImg->ImageSlices[0]; \
const GLint smask = texImg->Width - 1; \
const GLint tmask = texImg->Height - 1; \
- ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \
+ ASSERT(texImg->TexFormat == MESA_FORMAT_BGR_UNORM8); \
if (!rb || !texture) { \
return; \
}
switch (info->filter) {
case GL_NEAREST:
switch (info->format) {
- case MESA_FORMAT_RGB888:
+ case MESA_FORMAT_BGR_UNORM8:
switch (info->envmode) {
case GL_MODULATE:
SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
return;
}
break;
- case MESA_FORMAT_RGBA8888:
+ case MESA_FORMAT_A8B8G8R8_UNORM:
switch(info->envmode) {
case GL_MODULATE:
SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
span->intTex[0] -= FIXED_HALF;
span->intTex[1] -= FIXED_HALF;
switch (info->format) {
- case MESA_FORMAT_RGB888:
+ case MESA_FORMAT_BGR_UNORM8:
switch (info->envmode) {
case GL_MODULATE:
SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
return;
}
break;
- case MESA_FORMAT_RGBA8888:
+ case MESA_FORMAT_A8B8G8R8_UNORM:
switch (info->envmode) {
case GL_MODULATE:
SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
} \
\
switch (info.format) { \
- case MESA_FORMAT_RGB888: \
+ case MESA_FORMAT_BGR_UNORM8: \
info.tbytesline = texImg->Width * 3; \
break; \
- case MESA_FORMAT_RGBA8888: \
+ case MESA_FORMAT_A8B8G8R8_UNORM: \
info.tbytesline = texImg->Width * 4; \
break; \
default: \
switch (info->filter) {
case GL_NEAREST:
switch (info->format) {
- case MESA_FORMAT_RGB888:
+ case MESA_FORMAT_BGR_UNORM8:
switch (info->envmode) {
case GL_MODULATE:
SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
return;
}
break;
- case MESA_FORMAT_RGBA8888:
+ case MESA_FORMAT_A8B8G8R8_UNORM:
switch(info->envmode) {
case GL_MODULATE:
SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
case GL_LINEAR:
switch (info->format) {
- case MESA_FORMAT_RGB888:
+ case MESA_FORMAT_BGR_UNORM8:
switch (info->envmode) {
case GL_MODULATE:
SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
return;
}
break;
- case MESA_FORMAT_RGBA8888:
+ case MESA_FORMAT_A8B8G8R8_UNORM:
switch (info->envmode) {
case GL_MODULATE:
SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
} \
\
switch (info.format) { \
- case MESA_FORMAT_RGB888: \
+ case MESA_FORMAT_BGR_UNORM8: \
info.tbytesline = texImg->Width * 3; \
break; \
- case MESA_FORMAT_RGBA8888: \
+ case MESA_FORMAT_A8B8G8R8_UNORM: \
info.tbytesline = texImg->Width * 4; \
break; \
default: \
ASSERT(ctx->Depth.Test); \
ASSERT(!ctx->Depth.Mask); \
ASSERT(ctx->Depth.Func == GL_LESS); \
- assert(rb->Format == MESA_FORMAT_Z16); \
+ assert(rb->Format == MESA_FORMAT_Z_UNORM16); \
if (!q) { \
return; \
}
ctx->Depth.Func == GL_LESS &&
!ctx->Stencil._Enabled &&
depthRb &&
- depthRb->Format == MESA_FORMAT_Z16) {
+ depthRb->Format == MESA_FORMAT_Z_UNORM16) {
if (ctx->Color.ColorMask[0][0] == 0 &&
ctx->Color.ColorMask[0][1] == 0 &&
ctx->Color.ColorMask[0][2] == 0 &&
const struct gl_texture_image *texImg;
const struct swrast_texture_image *swImg;
GLenum minFilter, magFilter, envMode;
- gl_format format;
+ mesa_format format;
texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
if (ctx->Texture.Unit[0].Sampler)
samp = ctx->Texture.Unit[0].Sampler;
&& texImg->Border == 0
&& (_mesa_format_row_stride(format, texImg->Width) ==
swImg->RowStride)
- && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
+ && (format == MESA_FORMAT_BGR_UNORM8 || format == MESA_FORMAT_A8B8G8R8_UNORM)
&& minFilter == magFilter
&& ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
&& !swrast->_FogEnabled
&& ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
if (minFilter == GL_NEAREST
- && format == MESA_FORMAT_RGB888
+ && format == MESA_FORMAT_BGR_UNORM8
&& (envMode == GL_REPLACE || envMode == GL_DECAL)
&& ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
&& ctx->Depth.Func == GL_LESS
#if CHAN_BITS != 8
USE(general_triangle);
#else
- if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) {
+ if (format == MESA_FORMAT_A8B8G8R8_UNORM && !_mesa_little_endian()) {
/* We only handle RGBA8888 correctly on little endian
* in the optimized code above.
*/