Rather than checking all the pixel-format components which are currently duplicated inside gl-renderer, just check for equality of the pixel format itself, which will become useful as we remove some of the duplicate content. This means that the texture storage will now be reallocated when clients switch between pixel formats which could've had compatible GL storage (e.g. XRGB <-> ARGB) on the same surface. However this does not seem like a case worth optimising, and simplifies the code somewhat. Signed-off-by: Daniel Stone <daniels@collabora.com>dev
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