-
-void
-_swrast_map_renderbuffers(struct gl_context *ctx)
-{
- map_unmap_renderbuffers(ctx, ctx->DrawBuffer, GL_TRUE);
- if (ctx->ReadBuffer != ctx->DrawBuffer)
- map_unmap_renderbuffers(ctx, ctx->ReadBuffer, GL_TRUE);
-}
-
-
-void
-_swrast_unmap_renderbuffers(struct gl_context *ctx)
-{
- map_unmap_renderbuffers(ctx, ctx->DrawBuffer, GL_FALSE);
- if (ctx->ReadBuffer != ctx->DrawBuffer)
- map_unmap_renderbuffers(ctx, ctx->ReadBuffer, GL_FALSE);
-}
-
-
-
-/**
- * Called via ctx->Driver.AllocTextureStorage()
- * Just have to allocate memory for the texture images.
- */
-GLboolean
-_swrast_AllocTextureStorage(struct gl_context *ctx,
- struct gl_texture_object *texObj,
- GLsizei levels, GLsizei width,
- GLsizei height, GLsizei depth)
-{
- const GLint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
- GLint face, level;
-
- for (face = 0; face < numFaces; face++) {
- for (level = 0; level < levels; level++) {
- struct gl_texture_image *texImage = texObj->Image[face][level];
- if (!_swrast_alloc_texture_image_buffer(ctx, texImage,
- texImage->TexFormat,
- texImage->Width,
- texImage->Height,
- texImage->Depth)) {
- return GL_FALSE;
- }
- }