From e9acd0ca5f0449588e3772024546e107b1e807c4 Mon Sep 17 00:00:00 2001 From: Vladimir Dergachev Date: Sun, 9 Jan 2005 22:38:53 +0000 Subject: Implement a more elaborate hashing scheme for texture formats. Still not perfect. Transform EmitVertexShader in cmdbuf.c to SetupVertexShader in state.c. The latter is only temporary and is to be rewritten to auto-generate shaders based on current GL context. --- src/mesa/drivers/dri/r300/r300_texstate.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'src/mesa/drivers/dri/r300/r300_texstate.c') diff --git a/src/mesa/drivers/dri/r300/r300_texstate.c b/src/mesa/drivers/dri/r300/r300_texstate.c index ae0cff6a1a..fde17e3df6 100644 --- a/src/mesa/drivers/dri/r300/r300_texstate.c +++ b/src/mesa/drivers/dri/r300/r300_texstate.c @@ -177,8 +177,9 @@ static void r300SetTexImages(r300ContextPtr rmesa, assert(size > 0); if(0) - fprintf(stderr, "w=%d h=%d d=%d tb=%d\n", texImage->Width, texImage->Height, - texImage->Depth, texImage->TexFormat->TexelBytes); + fprintf(stderr, "w=%d h=%d d=%d tb=%d intFormat=%d\n", texImage->Width, texImage->Height, + texImage->Depth, texImage->TexFormat->TexelBytes, + texImage->IntFormat); /* Align to 32-byte offset. It is faster to do this unconditionally * (no branch penalty). -- cgit v1.2.3