Since intel is always going to be little-endian,
GL_UNSIGNED_INT_8_8_8_8_REV is the same as GL_UNSIGNED_BYTE for RGBA and
BGRA textures, so the same acceleration code will work. We might as well
use it.
Signed-off-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* we need tests.
*/
if (!brw->has_llc ||
- type != GL_UNSIGNED_BYTE ||
+ !(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) ||
texImage->TexObject->Target != GL_TEXTURE_2D ||
pixels == NULL ||
_mesa_is_bufferobj(packing->BufferObj) ||
packing->Invert)
return false;
+ if (type == GL_UNSIGNED_INT_8_8_8_8_REV &&
+ !(format == GL_RGBA || format == GL_BGRA))
+ return false; /* Invalid type/format combination */
+
if ((texImage->TexFormat == MESA_FORMAT_L_UNORM8 && format == GL_LUMINANCE) ||
(texImage->TexFormat == MESA_FORMAT_A_UNORM8 && format == GL_ALPHA)) {
cpp = 1;