via: use mesa texture format helper functions
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@@ -30,6 +30,7 @@
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#include "main/macros.h"
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#include "main/mtypes.h"
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#include "main/enums.h"
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#include "main/formats.h"
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#include "main/colortab.h"
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#include "main/convolve.h"
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#include "main/context.h"
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@@ -689,15 +690,9 @@ static void viaTexImage(GLcontext *ctx,
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assert(texImage->TexFormat);
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if (dims == 1) {
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texImage->FetchTexelc = texImage->TexFormat->FetchTexel1D;
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texImage->FetchTexelf = texImage->TexFormat->FetchTexel1Df;
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}
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else {
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texImage->FetchTexelc = texImage->TexFormat->FetchTexel2D;
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texImage->FetchTexelf = texImage->TexFormat->FetchTexel2Df;
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}
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texelBytes = texImage->TexFormat->TexelBytes;
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_mesa_set_fetch_functions(texImage, dims);
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texelBytes = _mesa_get_format_bytes(texImage->TexFormat->MesaFormat);
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if (texelBytes == 0) {
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/* compressed format */
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@@ -804,7 +799,7 @@ static void viaTexImage(GLcontext *ctx,
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dstRowStride = _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
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}
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else {
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dstRowStride = postConvWidth * texImage->TexFormat->TexelBytes;
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dstRowStride = postConvWidth * _mesa_get_format_bytes(texImage->TexFormat->MesaFormat);
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}
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ASSERT(storeImage);
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success = storeImage(ctx, dims,
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