Fix __glXDRIbindTexImage() for 32 bpp on big endian platforms.
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@ -359,7 +359,12 @@ __glXDRIbindTexImage(__GLXcontext *baseContext,
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if (pixmap->drawable.depth >= 24) {
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if (pixmap->drawable.depth >= 24) {
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bpp = 4;
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bpp = 4;
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format = GL_BGRA;
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format = GL_BGRA;
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type = GL_UNSIGNED_BYTE;
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type =
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#if X_BYTE_ORDER == X_LITTLE_ENDIAN
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GL_UNSIGNED_BYTE;
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#else
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GL_UNSIGNED_INT_8_8_8_8_REV;
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#endif
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} else {
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} else {
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bpp = 2;
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bpp = 2;
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format = GL_RGB;
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format = GL_RGB;
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