GLboolean DitherFlag;
/** MESA_META_COLOR_MASK */
- GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
+ GLbitfield ColorMask;
/** MESA_META_DEPTH_TEST */
struct gl_depthbuffer_attrib Depth;
/** MESA_META_VIEWPORT */
GLfloat ViewportX, ViewportY, ViewportW, ViewportH;
- GLclampd DepthNear, DepthFar;
+ GLclampf DepthNear, DepthFar;
/** MESA_META_CLAMP_FRAGMENT_COLOR */
GLenum ClampFragmentColor;
struct gl_framebuffer *ReadBuffer;
/** MESA_META_DRAW_BUFFERS */
- GLenum ColorDrawBuffers[MAX_DRAW_BUFFERS];
+ GLenum16 ColorDrawBuffers[MAX_DRAW_BUFFERS];
};
/**
*/
struct temp_texture
{
- GLuint TexObj;
+ struct gl_texture_object *tex_obj;
GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
GLsizei MinSize; /**< Min texture size to allocate */
GLsizei MaxSize; /**< Max possible texture size */
GLint baseLevelSave, maxLevelSave;
struct gl_sampler_object *samp_obj;
struct gl_sampler_object *samp_obj_save;
+ struct gl_texture_object *tex_obj;
+ struct gl_texture_object *temp_tex_obj;
GLuint stencilSamplingSave;
- GLuint tempTex;
};
_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
struct fb_tex_blit_state *blit);
-extern GLboolean
-_mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
- struct gl_renderbuffer *rb,
- GLuint *tex,
- struct gl_texture_object **texObj,
- GLenum *target);
+extern struct gl_texture_object *
+_mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
+ struct gl_renderbuffer *rb);
struct gl_sampler_object *
_mesa_meta_setup_sampler(struct gl_context *ctx,