* 1D ARRAY textures in S3TC format.
*/
if (target != GL_TEXTURE_1D && target != GL_TEXTURE_1D_ARRAY) {
- RETURN_IF_SUPPORTED(MESA_FORMAT_RGB_DXT1);
+ if (ctx->Mesa_DXTn)
+ RETURN_IF_SUPPORTED(MESA_FORMAT_RGB_DXT1);
RETURN_IF_SUPPORTED(MESA_FORMAT_RGB_FXT1);
}
RETURN_IF_SUPPORTED(MESA_FORMAT_RGB888);
case GL_COMPRESSED_RGBA_ARB:
/* We don't use texture compression for 1D and 1D array textures. */
if (target != GL_TEXTURE_1D && target != GL_TEXTURE_1D_ARRAY) {
- RETURN_IF_SUPPORTED(MESA_FORMAT_RGBA_DXT3); /* Not rgba_dxt1, see spec */
+ if (ctx->Mesa_DXTn)
+ RETURN_IF_SUPPORTED(MESA_FORMAT_RGBA_DXT3); /* Not rgba_dxt1, see spec */
RETURN_IF_SUPPORTED(MESA_FORMAT_RGBA_FXT1);
}
RETURN_IF_SUPPORTED(MESA_FORMAT_RGBA8888);
RETURN_IF_SUPPORTED(MESA_FORMAT_SARGB8);
break;
case GL_COMPRESSED_SRGB_EXT:
- RETURN_IF_SUPPORTED(MESA_FORMAT_SRGB_DXT1);
+ if (ctx->Mesa_DXTn)
+ RETURN_IF_SUPPORTED(MESA_FORMAT_SRGB_DXT1);
RETURN_IF_SUPPORTED(MESA_FORMAT_SRGB8);
RETURN_IF_SUPPORTED(MESA_FORMAT_SARGB8);
break;
case GL_COMPRESSED_SRGB_ALPHA_EXT:
- RETURN_IF_SUPPORTED(MESA_FORMAT_SRGBA_DXT3); /* Not srgba_dxt1, see spec */
+ if (ctx->Mesa_DXTn)
+ RETURN_IF_SUPPORTED(MESA_FORMAT_SRGBA_DXT3); /* Not srgba_dxt1, see spec */
RETURN_IF_SUPPORTED(MESA_FORMAT_SRGBA8);
RETURN_IF_SUPPORTED(MESA_FORMAT_SARGB8);
break;