#include "teximage.h"
#include "texobj.h"
#include "mtypes.h"
-#include "shader/prog_instruction.h"
+#include "program/prog_instruction.h"
* Return the gl_texture_object for a given ID.
*/
struct gl_texture_object *
-_mesa_lookup_texture(GLcontext *ctx, GLuint id)
+_mesa_lookup_texture(struct gl_context *ctx, GLuint id)
{
return (struct gl_texture_object *)
_mesa_HashLookup(ctx->Shared->TexObjects, id);
* \return pointer to new texture object.
*/
struct gl_texture_object *
-_mesa_new_texture_object( GLcontext *ctx, GLuint name, GLenum target )
+_mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
{
struct gl_texture_object *obj;
(void) ctx;
* target it's getting bound to (GL_TEXTURE_1D/2D/etc).
*/
static void
-finish_texture_init(GLcontext *ctx, GLenum target,
+finish_texture_init(struct gl_context *ctx, GLenum target,
struct gl_texture_object *obj)
{
assert(obj->Target == 0);
* \param texObj the texture object to delete.
*/
void
-_mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
+_mesa_delete_texture_object( struct gl_context *ctx, struct gl_texture_object *texObj )
{
GLuint i, face;
* \sa _mesa_clear_texture_image().
*/
void
-_mesa_clear_texture_object(GLcontext *ctx, struct gl_texture_object *texObj)
+_mesa_clear_texture_object(struct gl_context *ctx, struct gl_texture_object *texObj)
{
GLuint i, j;
struct gl_texture_object *oldTex = *ptr;
ASSERT(valid_texture_object(oldTex));
+ (void) valid_texture_object; /* silence warning in release builds */
_glthread_LOCK_MUTEX(oldTex->Mutex);
ASSERT(oldTex->RefCount > 0);
static void
incomplete(const struct gl_texture_object *t, const char *why)
{
- _mesa_printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
+ printf("Texture Obj %d incomplete because: %s\n", t->Name, why);
}
#else
#define incomplete(t, why)
* present and has the expected size.
*/
void
-_mesa_test_texobj_completeness( const GLcontext *ctx,
+_mesa_test_texobj_completeness( const struct gl_context *ctx,
struct gl_texture_object *t )
{
const GLint baseLevel = t->BaseLevel;
*/
if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
char s[100];
- _mesa_sprintf(s, "base level = %d is invalid", baseLevel);
+ _mesa_snprintf(s, sizeof(s), "base level = %d is invalid", baseLevel);
incomplete(t, s);
t->_Complete = GL_FALSE;
return;
/* Always need the base level image */
if (!t->Image[0][baseLevel]) {
char s[100];
- _mesa_sprintf(s, "Image[baseLevel=%d] == NULL", baseLevel);
+ _mesa_snprintf(s, sizeof(s), "Image[baseLevel=%d] == NULL", baseLevel);
incomplete(t, s);
t->_Complete = GL_FALSE;
return;
* \param invalidate_state also invalidate context state.
*/
void
-_mesa_dirty_texobj(GLcontext *ctx, struct gl_texture_object *texObj,
+_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
GLboolean invalidate_state)
{
texObj->_Complete = GL_FALSE;
* incomplete texture.
*/
struct gl_texture_object *
-_mesa_get_fallback_texture(GLcontext *ctx)
+_mesa_get_fallback_texture(struct gl_context *ctx)
{
if (!ctx->Shared->FallbackTex) {
/* create fallback texture now */
* read framebuffer. If so, Unbind it.
*/
static void
-unbind_texobj_from_fbo(GLcontext *ctx, struct gl_texture_object *texObj)
+unbind_texobj_from_fbo(struct gl_context *ctx, struct gl_texture_object *texObj)
{
const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
GLuint i;
* unbind it if so (revert to default textures).
*/
static void
-unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
+unbind_texobj_from_texunits(struct gl_context *ctx, struct gl_texture_object *texObj)
{
GLuint u, tex;
* See also _mesa_lock/unlock_texture() in teximage.h
*/
void
-_mesa_lock_context_textures( GLcontext *ctx )
+_mesa_lock_context_textures( struct gl_context *ctx )
{
_glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
void
-_mesa_unlock_context_textures( GLcontext *ctx )
+_mesa_unlock_context_textures( struct gl_context *ctx )
{
assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
_glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);