GLenum format, GLenum type)
{
enum pipe_format pFormat;
- uint usage = PIPE_BIND_SAMPLER_VIEW;
+ uint bindings;
(void) format;
(void) type;
/* GL textures may wind up being render targets, but we don't know
* that in advance. Specify potential render target flags now.
- * An alternative would be to destroy and re-create a texture when
- * we first start rendering to it.
*/
- if (!_mesa_is_compressed_format(ctx, internalFormat)) {
- if (_mesa_is_depth_format(internalFormat) ||
- _mesa_is_depthstencil_format(internalFormat))
- usage |= PIPE_BIND_DEPTH_STENCIL;
- else
- usage |= PIPE_BIND_RENDER_TARGET;
- }
+ if (_mesa_is_depth_format(internalFormat) ||
+ _mesa_is_depthstencil_format(internalFormat))
+ bindings = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_DEPTH_STENCIL;
+ else
+ bindings = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET;
pFormat = st_choose_format(ctx->st->pipe->screen, internalFormat,
- PIPE_TEXTURE_2D, usage);
- if (pFormat == PIPE_FORMAT_NONE)
+ PIPE_TEXTURE_2D, bindings);
+
+ if (pFormat == PIPE_FORMAT_NONE) {
+ /* try choosing format again, this time without render target bindings */
+ pFormat = st_choose_format(ctx->st->pipe->screen, internalFormat,
+ PIPE_TEXTURE_2D, PIPE_BIND_SAMPLER_VIEW);
+ }
+
+ if (pFormat == PIPE_FORMAT_NONE) {
+ /* no luck at all */
return MESA_FORMAT_NONE;
+ }
return st_pipe_format_to_mesa_format(pFormat);
}