* An alternative would be to destroy and re-create a texture when
* we first start rendering to it.
*/
- if (_mesa_is_depth_format(internalFormat) ||
- _mesa_is_depthstencil_format(internalFormat))
- usage |= PIPE_BIND_DEPTH_STENCIL;
- else
- usage |= PIPE_BIND_RENDER_TARGET;
+ if (!_mesa_is_compressed_format(ctx, internalFormat)) {
+ if (_mesa_is_depth_format(internalFormat) ||
+ _mesa_is_depthstencil_format(internalFormat))
+ usage |= PIPE_BIND_DEPTH_STENCIL;
+ else
+ usage |= PIPE_BIND_RENDER_TARGET;
+ }
pFormat = st_choose_format(ctx->st->pipe->screen, internalFormat,
PIPE_TEXTURE_2D, usage);