st/mesa: don't set RENDER_TARGET/DEPTH_STENCIL flag for compressed textures
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@@ -661,11 +661,13 @@ st_ChooseTextureFormat(GLcontext *ctx, GLint internalFormat,
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* An alternative would be to destroy and re-create a texture when
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* we first start rendering to it.
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*/
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if (_mesa_is_depth_format(internalFormat) ||
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_mesa_is_depthstencil_format(internalFormat))
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usage |= PIPE_BIND_DEPTH_STENCIL;
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else
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usage |= PIPE_BIND_RENDER_TARGET;
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if (!_mesa_is_compressed_format(ctx, internalFormat)) {
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if (_mesa_is_depth_format(internalFormat) ||
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_mesa_is_depthstencil_format(internalFormat))
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usage |= PIPE_BIND_DEPTH_STENCIL;
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else
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usage |= PIPE_BIND_RENDER_TARGET;
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}
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pFormat = st_choose_format(ctx->st->pipe->screen, internalFormat,
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PIPE_TEXTURE_2D, usage);
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