* returned as red and two-channel texture values are returned as
* red/alpha.
*/
- if (((baseTexFormat == GL_LUMINANCE ||
- baseTexFormat == GL_LUMINANCE_ALPHA ||
- baseTexFormat == GL_INTENSITY) &&
- (destBaseFormat == GL_RGBA ||
- destBaseFormat == GL_RGB ||
- destBaseFormat == GL_RG ||
- destBaseFormat == GL_GREEN ||
- destBaseFormat == GL_BLUE ||
- destBaseFormat == GL_BGRA ||
- destBaseFormat == GL_BGR)) ||
+ if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
+ destBaseFormat) ||
/* If we're reading back an RGB(A) texture (using glGetTexImage) as
* luminance then we need to return L=tex(R).
*/