According to git blame, this hasn't been used in over two years:
commit
d2235b0f4681f75d562131d655a6d7b7033d2d8b
Author: Eric Anholt <eric@anholt.net>
Date: Thu Nov 17 17:01:58 2011 -0800
i965: Always handle GL_DEPTH_TEXTURE_MODE through the shader.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
GLuint translate_tex_format(struct brw_context *brw,
gl_format mesa_format,
- GLenum depth_mode,
GLenum srgb_decode);
int brw_get_texture_swizzle(const struct gl_context *ctx,
GLuint
translate_tex_format(struct brw_context *brw,
gl_format mesa_format,
- GLenum depth_mode,
GLenum srgb_decode)
{
struct gl_context *ctx = &brw->ctx;
BRW_SURFACE_CUBEFACE_ENABLES |
(translate_tex_format(brw,
mt->format,
- tObj->DepthMode,
sampler->sRGBDecode) <<
BRW_SURFACE_FORMAT_SHIFT));
uint32_t tex_format = translate_tex_format(brw,
mt->format,
- tObj->DepthMode,
sampler->sRGBDecode);
if (for_gather && tex_format == BRW_SURFACEFORMAT_R32G32_FLOAT)