i965/nir/vec4: Handle uniforms on vertex programs
[mesa.git] / src / mesa / drivers / dri / nouveau / nouveau_span.c
index eb478b7ed88acb4e8ea1536567cbca8a5b7cf2aa..77a150773d12ba16f06959fa027f215b8c4973dd 100644 (file)
@@ -27,7 +27,6 @@
 #include "nouveau_driver.h"
 #include "nouveau_fbo.h"
 #include "nouveau_context.h"
-#include "nouveau_bo.h"
 
 #include "swrast/swrast.h"
 #include "swrast/s_context.h"
 
 
 static void
-renderbuffer_map_unmap(struct gl_renderbuffer *rb, GLboolean map)
+renderbuffer_map_unmap(struct gl_context *ctx, struct gl_renderbuffer *rb,
+                      GLboolean map)
 {
        struct nouveau_surface *s = &to_nouveau_renderbuffer(rb)->surface;
 
-       if (map) {
-               nouveau_bo_map(s->bo, NOUVEAU_BO_RDWR);
-       } else {
-               nouveau_bo_unmap(s->bo);
-       }
+       if (map)
+               nouveau_bo_map(s->bo, NOUVEAU_BO_RDWR, context_client(ctx));
 }
 
 static void
-framebuffer_map_unmap(struct gl_framebuffer *fb, GLboolean map)
+framebuffer_map_unmap(struct gl_context *ctx, struct gl_framebuffer *fb, GLboolean map)
 {
        int i;
 
        for (i = 0; i < fb->_NumColorDrawBuffers; i++)
-               renderbuffer_map_unmap(fb->_ColorDrawBuffers[i], map);
+               renderbuffer_map_unmap(ctx, fb->_ColorDrawBuffers[i], map);
 
-       renderbuffer_map_unmap(fb->_ColorReadBuffer, map);
+       renderbuffer_map_unmap(ctx, fb->_ColorReadBuffer, map);
 
        if (fb->Attachment[BUFFER_DEPTH].Renderbuffer)
-               renderbuffer_map_unmap(fb->Attachment[BUFFER_DEPTH].Renderbuffer, map);
+               renderbuffer_map_unmap(ctx, fb->Attachment[BUFFER_DEPTH].Renderbuffer, map);
 }
 
 static void
@@ -65,10 +62,10 @@ span_map_unmap(struct gl_context *ctx, GLboolean map)
 {
        int i;
 
-       framebuffer_map_unmap(ctx->DrawBuffer, map);
+       framebuffer_map_unmap(ctx, ctx->DrawBuffer, map);
 
        if (ctx->ReadBuffer != ctx->DrawBuffer)
-               framebuffer_map_unmap(ctx->ReadBuffer, map);
+               framebuffer_map_unmap(ctx, ctx->ReadBuffer, map);
 
        for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
                if (map)