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-rw-r--r--src/mesa/state_tracker/st_cb_drawpixels.c20
1 files changed, 12 insertions, 8 deletions
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c
index 90bcc85c442..36c0a2b0e1e 100644
--- a/src/mesa/state_tracker/st_cb_drawpixels.c
+++ b/src/mesa/state_tracker/st_cb_drawpixels.c
@@ -235,8 +235,8 @@ make_fragment_shader_z(struct st_context *st)
* vertex position and texcoord (and optionally, color).
*/
static void *
-st_make_passthrough_vertex_shader(struct st_context *st,
- GLboolean passColor)
+make_passthrough_vertex_shader(struct st_context *st,
+ GLboolean passColor)
{
if (!st->drawpix.vert_shaders[passColor]) {
struct ureg_program *ureg =
@@ -272,8 +272,12 @@ st_make_passthrough_vertex_shader(struct st_context *st,
}
+/**
+ * Return a texture internalFormat for drawing/copying an image
+ * of the given type.
+ */
static GLenum
-_mesa_base_format(GLenum format)
+base_format(GLenum format)
{
switch (format) {
case GL_DEPTH_COMPONENT:
@@ -308,7 +312,7 @@ make_texture(struct st_context *st,
GLenum baseFormat;
int ptw, pth;
- baseFormat = _mesa_base_format(format);
+ baseFormat = base_format(format);
mformat = st_ChooseTextureFormat(ctx, baseFormat, format, type);
assert(mformat);
@@ -784,12 +788,12 @@ st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
if (format == GL_DEPTH_COMPONENT) {
driver_fp = make_fragment_shader_z(st);
- driver_vp = st_make_passthrough_vertex_shader(st, GL_TRUE);
+ driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
color = ctx->Current.RasterColor;
}
else {
driver_fp = combined_drawpix_fragment_program(ctx);
- driver_vp = st_make_passthrough_vertex_shader(st, GL_FALSE);
+ driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
color = NULL;
}
@@ -968,14 +972,14 @@ st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy,
rbRead = st_get_color_read_renderbuffer(ctx);
color = NULL;
driver_fp = combined_drawpix_fragment_program(ctx);
- driver_vp = st_make_passthrough_vertex_shader(st, GL_FALSE);
+ driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
}
else {
assert(type == GL_DEPTH);
rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer);
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
driver_fp = make_fragment_shader_z(st);
- driver_vp = st_make_passthrough_vertex_shader(st, GL_TRUE);
+ driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
}
srcFormat = rbRead->texture->format;