const GLuint texUnit = fprog->Base.SamplerUnits[su];
struct gl_texture_object *texObj
= st->ctx->Texture.Unit[texUnit]._Current;
- struct st_texture_object *stObj = st_texture_object(texObj);
if (texObj) {
GLboolean flush, retval;
st->missing_textures = GL_TRUE;
continue;
}
-
- stObj->teximage_realloc = TRUE;
}
}
}