dri/nouveau: Use the hardware I8 format for intensity textures.

This commit is contained in:
Francisco Jerez
2010-02-23 16:39:26 +01:00
parent 4a7e9b5df4
commit 59ddf8ca63
4 changed files with 4 additions and 1 deletions
@@ -157,7 +157,7 @@ nouveau_choose_tex_format(GLcontext *ctx, GLint internalFormat,
case GL_INTENSITY12:
case GL_INTENSITY16:
case GL_INTENSITY8:
return MESA_FORMAT_ARGB8888;
return MESA_FORMAT_I8;
case GL_COLOR_INDEX:
case GL_COLOR_INDEX1_EXT:
@@ -38,6 +38,7 @@ get_tex_format(struct gl_texture_image *ti)
switch (ti->TexFormat) {
case MESA_FORMAT_A8:
case MESA_FORMAT_L8:
case MESA_FORMAT_I8:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_Y8;
case MESA_FORMAT_ARGB1555:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A1R5G5B5;
@@ -54,6 +54,7 @@ get_tex_format_pot(struct gl_texture_image *ti)
return NV10TCL_TX_FORMAT_FORMAT_R5G6B5;
case MESA_FORMAT_A8:
case MESA_FORMAT_I8:
return NV10TCL_TX_FORMAT_FORMAT_A8;
case MESA_FORMAT_L8:
@@ -49,6 +49,7 @@ get_tex_format_pot(struct gl_texture_image *ti)
return NV20TCL_TX_FORMAT_FORMAT_R5G6B5;
case MESA_FORMAT_A8:
case MESA_FORMAT_I8:
return NV20TCL_TX_FORMAT_FORMAT_A8;
case MESA_FORMAT_L8: