swrast: fix bad optimization check
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@@ -604,7 +604,8 @@ texture_apply( const GLcontext *ctx,
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format = texUnit->_Current->DepthMode;
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}
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if (texUnit->EnvMode != GL_REPLACE) {
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/* skip chan->float conversion when not needed */
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if (texUnit->EnvMode != GL_REPLACE || format != GL_RGBA) {
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/* convert GLchan colors to GLfloat */
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for (i = 0; i < n; i++) {
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rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]);
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