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authorBrian Paul <[email protected]>2002-03-19 16:47:04 +0000
committerBrian Paul <[email protected]>2002-03-19 16:47:04 +0000
commitaeb4434563c4014a662ea334878b60d3031bb3c1 (patch)
treec46189840da3ba9ba94cfcc5a99f4a6deccc582f /src/mesa/swrast/s_accum.c
parentd0570646bd67eae8152b63ccaf5c73970b1f56ea (diff)
Use MESA_PBUFFER_ALLOC/FREE macros to allocate all framebuffer and texture
memory. These can be overridden by applications which need to manage this memory specially. Contributed by Gerk Huisma. Also, new code for 8-bit -> 16-bit/channel texture image storage which fills in the least-significant bits properly.
Diffstat (limited to 'src/mesa/swrast/s_accum.c')
-rw-r--r--src/mesa/swrast/s_accum.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mesa/swrast/s_accum.c b/src/mesa/swrast/s_accum.c
index faf8313d4d1..be5c4b4a130 100644
--- a/src/mesa/swrast/s_accum.c
+++ b/src/mesa/swrast/s_accum.c
@@ -1,4 +1,4 @@
-/* $Id: s_accum.c,v 1.15 2002/03/16 00:53:15 brianp Exp $ */
+/* $Id: s_accum.c,v 1.16 2002/03/19 16:47:05 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -74,13 +74,13 @@ _mesa_alloc_accum_buffer( GLframebuffer *buffer )
GLint n;
if (buffer->Accum) {
- FREE( buffer->Accum );
+ MESA_PBUFFER_FREE( buffer->Accum );
buffer->Accum = NULL;
}
/* allocate accumulation buffer if not already present */
n = buffer->Width * buffer->Height * 4 * sizeof(GLaccum);
- buffer->Accum = (GLaccum *) MALLOC( n );
+ buffer->Accum = (GLaccum *) MESA_PBUFFER_ALLOC( n );
if (!buffer->Accum) {
/* unable to setup accumulation buffer */
_mesa_error( NULL, GL_OUT_OF_MEMORY, "glAccum" );