diff options
author | Ian Romanick <[email protected]> | 2015-11-11 14:33:30 -0800 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2016-02-10 10:59:36 -0800 |
commit | e273bbd60b7bf2ef19b575d2a16f47409b39ddf1 (patch) | |
tree | fbe376e4509ea82deecaa1bfacb73611194ddf69 /src/mesa | |
parent | 1e055e9211fcb0a0e6595eeb433c580597a19dbd (diff) |
meta: Use _mesa_CreateRenderbuffers instead of _mesa_GenRenderbuffers and _mesa_BindRenderbuffer
This has the advantage that it does not pollute the global binding
state. It also enables later patches that will stop calling
_mesa_GenRenderbuffers / _mesa_CreateRenderbuffers which pollute the
renderbuffer namespace.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/drivers/common/meta.c | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 5f2e79637c2..26867d3969d 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -3071,10 +3071,10 @@ decompress_texture_image(struct gl_context *ctx, /* Create/bind FBO/renderbuffer */ if (decompress_fbo->FBO == 0) { + _mesa_CreateRenderbuffers(1, &decompress_fbo->RBO); + _mesa_GenFramebuffers(1, &decompress_fbo->FBO); - _mesa_GenRenderbuffers(1, &decompress_fbo->RBO); _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO); - _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO); _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, @@ -3086,9 +3086,8 @@ decompress_texture_image(struct gl_context *ctx, /* alloc dest surface */ if (width > decompress_fbo->Width || height > decompress_fbo->Height) { - _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO); - _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, rbFormat, - width, height); + _mesa_NamedRenderbufferStorage(decompress_fbo->RBO, rbFormat, + width, height); status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { /* If the framebuffer isn't complete then we'll leave |