intel_texobj->needs_validate = false;
intel_texobj->validated_first_level = 0;
intel_texobj->validated_last_level = levels - 1;
+ intel_texobj->_Format = intel_texobj->mt->format;
return true;
}
struct gl_texture_object *texObj,
struct gl_texture_object *origTexObj)
{
+ struct brw_context *brw = brw_context(ctx);
struct intel_texture_object *intel_tex = intel_texture_object(texObj);
struct intel_texture_object *intel_orig_tex = intel_texture_object(origTexObj);
intel_tex->validated_first_level = 0;
intel_tex->validated_last_level = numLevels - 1;
+ /* Set the validated texture format, with the same adjustments that
+ * would have been applied to determine the underlying texture's
+ * mt->format.
+ */
+ intel_tex->_Format = intel_depth_format_for_depthstencil_format(
+ intel_lower_compressed_format(brw, texObj->Image[0][0]->TexFormat));
+
return GL_TRUE;
}
* might not all be the mipmap tree above.
*/
bool needs_validate;
+
+ /* Mesa format for the validated texture object. For non-views this
+ * will always be the same as mt->format. For views, it may differ
+ * since the mt is shared across views with differing formats.
+ */
+ mesa_format _Format;
};
intelObj->validated_first_level = validate_first_level;
intelObj->validated_last_level = validate_last_level;
+ intelObj->_Format = intelObj->mt->format;
intelObj->needs_validate = false;
return true;