return info.size;
}
-static INLINE GLboolean pf_is_depth_stencil( enum pipe_format format )
-{
- return (pf_get_component_bits( format, PIPE_FORMAT_COMP_Z ) +
- pf_get_component_bits( format, PIPE_FORMAT_COMP_S )) != 0;
-}
-
/**
* gl_renderbuffer::AllocStorage()
* This is called to allocate the original drawing surface, and
GLuint height = stImage->base.Height2;
GLuint depth = stImage->base.Depth2;
GLuint i, comp_byte = 0;
+ enum pipe_format fmt;
DBG("%s\n", __FUNCTION__);
if (stImage->base.IsCompressed)
comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat);
+ fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat);
stObj->pt = st_texture_create(st,
gl_target_to_pipe(stObj->base.Target),
- st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat),
+ fmt,
lastLevel,
width,
height,
depth,
comp_byte,
- ( PIPE_TEXTURE_USAGE_RENDER_TARGET |
+ ( (pf_is_depth_stencil(fmt) ?
+ PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
+ PIPE_TEXTURE_USAGE_RENDER_TARGET) |
PIPE_TEXTURE_USAGE_SAMPLER ));
DBG("%s - success\n", __FUNCTION__);
/* May need to create a new gallium texture:
*/
if (!stObj->pt) {
+ const enum pipe_format fmt =
+ st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
stObj->pt = st_texture_create(ctx->st,
gl_target_to_pipe(stObj->base.Target),
- st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat),
+ fmt,
stObj->lastLevel,
firstImage->base.Width2,
firstImage->base.Height2,
firstImage->base.Depth2,
comp_byte,
-
- ( PIPE_TEXTURE_USAGE_RENDER_TARGET |
+ ( (pf_is_depth_stencil(fmt) ?
+ PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
+ PIPE_TEXTURE_USAGE_RENDER_TARGET) |
PIPE_TEXTURE_USAGE_SAMPLER ));
if (!stObj->pt) {
return stObj ? stObj->pt : NULL;
}
+static INLINE GLboolean pf_is_depth_stencil( enum pipe_format format )
+{
+ return (pf_get_component_bits( format, PIPE_FORMAT_COMP_Z ) +
+ pf_get_component_bits( format, PIPE_FORMAT_COMP_S )) != 0;
+}
extern struct pipe_texture *