- if (intel_image->mt)
- intel_region_unmap(intel, intel_image->mt->region);
-
- if (intel_image->stencil_rb) {
- /*
- * The texture has packed depth/stencil format, but uses separate
- * stencil. The texture's embedded stencil buffer contains the real
- * stencil data, so copy that into the miptree.
- */
- intel_tex_image_s8z24_scatter(intel, intel_image);
- }
-}
-
-/**
- * Called via ctx->Driver.GenerateMipmap()
- * This is basically a wrapper for _mesa_meta_GenerateMipmap() which checks
- * if we'll be using software mipmap generation. In that case, we need to
- * map/unmap the base level texture image.
- */
-static void
-intelGenerateMipmap(struct gl_context *ctx, GLenum target,
- struct gl_texture_object *texObj)
-{
- if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
- fallback_debug("%s - fallback to swrast\n", __FUNCTION__);