vmw_svga_winsys_surface_reference(&isurf->vsurf, NULL);
}
- util_hash_table_clear(vswc->hash);
+ _mesa_hash_table_clear(vswc->hash, NULL);
vswc->surface.used = 0;
vswc->surface.reserved = 0;
isrf = &vswc->surface.items[vswc->surface.used + vswc->surface.staged];
vmw_svga_winsys_surface_reference(&isrf->vsurf, vsurf);
isrf->referenced = FALSE;
- /*
- * Note that a failure here may just fall back to unhashed behavior
- * and potentially cause unnecessary flushing, so ignore the
- * return code.
- */
- (void) util_hash_table_set(vswc->hash, vsurf, isrf);
+
+ _mesa_hash_table_insert(vswc->hash, vsurf, isrf);
++vswc->surface.staged;
vswc->seen_surfaces += vsurf->size;
ishader = &vswc->shader.items[vswc->shader.used + vswc->shader.staged];
vmw_svga_winsys_shader_reference(&ishader->vshader, vshader);
ishader->referenced = FALSE;
- /*
- * Note that a failure here may just fall back to unhashed behavior
- * and potentially cause unnecessary flushing, so ignore the
- * return code.
- */
- (void) util_hash_table_set(vswc->hash, vshader, ishader);
+
+ _mesa_hash_table_insert(vswc->hash, vshader, ishader);
++vswc->shader.staged;
}
vmw_svga_winsys_shader_reference(&ishader->vshader, NULL);
}
- util_hash_table_destroy(vswc->hash);
+ _mesa_hash_table_destroy(vswc->hash, NULL);
pb_validate_destroy(vswc->validate);
vmw_ioctl_context_destroy(vswc->vws, swc->cid);
#ifdef DEBUG