static GLuint
-translate_texture_format(GLuint mesa_format, GLuint internal_format)
+translate_texture_format(GLuint mesa_format)
{
switch (mesa_format) {
case MESA_FORMAT_L8:
*/
i830->state.tex_offset[unit] = dst_x * intelObj->mt->cpp + dst_y * pitch;
- format = translate_texture_format(firstImage->TexFormat,
- firstImage->InternalFormat);
+ format = translate_texture_format(firstImage->TexFormat);
state[I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 |
(LOAD_TEXTURE_MAP0 << unit) | 4);
static GLuint
-translate_texture_format(gl_format mesa_format, GLuint internal_format,
- GLenum DepthMode)
+translate_texture_format(gl_format mesa_format, GLenum DepthMode)
{
switch (mesa_format) {
case MESA_FORMAT_L8:
i915->state.tex_offset[unit] = 0; /* Always the origin of the miptree */
format = translate_texture_format(firstImage->TexFormat,
- firstImage->InternalFormat,
sampler->DepthMode);
pitch = intelObj->mt->region->pitch * intelObj->mt->cpp;