_mesa_enable_1_5_extensions(mesaCtx);
_mesa_enable_2_0_extensions(mesaCtx);
_mesa_enable_2_1_extensions(mesaCtx);
-#if ENABLE_EXT_texure_compression_s3tc
if (mesaCtx->Mesa_DXTn) {
_mesa_enable_extension(mesaCtx, "GL_EXT_texture_compression_s3tc");
_mesa_enable_extension(mesaCtx, "GL_S3_s3tc");
}
_mesa_enable_extension(mesaCtx, "GL_3DFX_texture_compression_FXT1");
-#endif
#if ENABLE_EXT_timer_query
_mesa_enable_extension(mesaCtx, "GL_EXT_timer_query");
#endif
}
-
-/**
- * In SW, we don't really compress GL_COMPRESSED_RGB[A] textures!
- */
-static gl_format
-choose_tex_format( struct gl_context *ctx, GLint internalFormat,
- GLenum format, GLenum type )
-{
- switch (internalFormat) {
- case GL_COMPRESSED_RGB_ARB:
- return MESA_FORMAT_RGB888;
- case GL_COMPRESSED_RGBA_ARB:
- return MESA_FORMAT_RGBA8888;
- default:
- return _mesa_choose_tex_format(ctx, internalFormat, format, type);
- }
-}
-
-
/**
* Called by glViewport.
* This is a good time for us to poll the current X window size and adjust
driver->MapRenderbuffer = xmesa_MapRenderbuffer;
driver->UnmapRenderbuffer = xmesa_UnmapRenderbuffer;
-#if ENABLE_EXT_texure_compression_s3tc
- driver->ChooseTextureFormat = choose_tex_format;
-#else
- (void) choose_tex_format;
-#endif
-
#if ENABLE_EXT_timer_query
driver->NewQueryObject = xmesa_new_query_object;
driver->BeginQuery = xmesa_begin_query;