mesa/st: use PIPE_TEXTURE_RECT for GL_TEXTURE_RECTANGLE
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@@ -74,9 +74,11 @@ gl_target_to_pipe(GLenum target)
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return PIPE_TEXTURE_1D;
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case GL_TEXTURE_2D:
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case GL_TEXTURE_RECTANGLE_NV:
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return PIPE_TEXTURE_2D;
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case GL_TEXTURE_RECTANGLE_NV:
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return PIPE_TEXTURE_RECT;
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case GL_TEXTURE_3D:
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return PIPE_TEXTURE_3D;
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@@ -449,7 +451,7 @@ compress_with_blit(GLcontext * ctx,
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/* Create the temporary source texture
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*/
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memset(&templ, 0, sizeof(templ));
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templ.target = PIPE_TEXTURE_2D;
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templ.target = st->internal_target;
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templ.format = st_mesa_format_to_pipe_format(mesa_format);
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templ.width0 = width;
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templ.height0 = height;
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@@ -64,7 +64,7 @@ st_texture_create(struct st_context *st,
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struct pipe_resource pt, *newtex;
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struct pipe_screen *screen = st->pipe->screen;
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assert(target <= PIPE_TEXTURE_CUBE);
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assert(target < PIPE_MAX_TEXTURE_TYPES);
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assert(width0 > 0);
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assert(height0 > 0);
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assert(depth0 > 0);
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