mesa: use texture format functions
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@@ -209,7 +209,7 @@ update_samplers(struct st_context *st)
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}
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xlate_border_color(texobj->BorderColor,
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teximg ? teximg->TexFormat->BaseFormat : GL_RGBA,
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teximg ? teximg->_BaseFormat : GL_RGBA,
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sampler->border_color);
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sampler->max_anisotropy = texobj->MaxAnisotropy;
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@@ -563,7 +563,7 @@ st_TexImage(GLcontext * ctx,
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_mesa_set_fetch_functions(texImage, dims);
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if (texImage->TexFormat->TexelBytes == 0) {
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if (_mesa_is_format_compressed(texImage->TexFormat->MesaFormat)) {
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/* must be a compressed format */
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texelBytes = 0;
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texImage->IsCompressed = GL_TRUE;
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@@ -573,7 +573,7 @@ st_TexImage(GLcontext * ctx,
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texImage->TexFormat->MesaFormat);
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}
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else {
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texelBytes = texImage->TexFormat->TexelBytes;
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texelBytes = _mesa_get_format_bytes(texImage->TexFormat->MesaFormat);
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/* Minimum pitch of 32 bytes */
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if (postConvWidth * texelBytes < 32) {
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@@ -1838,7 +1838,7 @@ st_finalize_texture(GLcontext *ctx,
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cpp = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
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}
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else {
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cpp = firstImage->base.TexFormat->TexelBytes;
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cpp = _mesa_get_format_bytes(firstImage->base.TexFormat->MesaFormat);
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}
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/* If we already have a gallium texture, check that it matches the texture
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