[g3dvl] move z-coord generation for multiple render targets into vertex shader
[mesa.git] / src / mesa / drivers / dri / unichrome / via_fb.c
index 48c7ed4caa5c2741411da48e2203abe65b0de37b..bebf0619d0b49d2f408c8e14cf21d0cb5068e311 100644 (file)
@@ -28,8 +28,8 @@
 #include "via_ioctl.h"
 #include "via_fb.h"
 #include "xf86drm.h"
-#include "imports.h"
-#include "simple_list.h"
+#include "main/imports.h"
+#include "main/simple_list.h"
 #include <sys/ioctl.h>
 
 GLboolean
@@ -156,7 +156,7 @@ via_alloc_texture(struct via_context *vmesa,
    }
    else if (t->memType == VIA_MEM_SYSTEM) {
       
-      t->bufAddr = _mesa_malloc(t->size);      
+      t->bufAddr = malloc(t->size);      
       if (!t->bufAddr)
         goto cleanup;
 
@@ -226,8 +226,8 @@ via_free_texture(struct via_context *vmesa, struct via_tex_buffer *t)
    else if (t->memType == VIA_MEM_SYSTEM) {
       remove_from_list(t);
       vmesa->total_alloc[t->memType] -= t->size;
-      _mesa_free(t->bufAddr);
-      _mesa_free(t);
+      free(t->bufAddr);
+      free(t);
    }
    else if (t->index && viaCheckBreadcrumb(vmesa, t->lastUsed)) {
       via_do_free_texture( vmesa, t );