swrast: Always use MapTextureImage for mapping textures for swrast.
authorEric Anholt <eric@anholt.net>
Fri, 19 Apr 2013 20:10:55 +0000 (13:10 -0700)
committerEric Anholt <eric@anholt.net>
Tue, 30 Apr 2013 17:40:44 +0000 (10:40 -0700)
commitadf958d9c2b4cbfbeef36c253b8889967d83c272
tree0c8625f21f09461eb807f1afb59987d1a2675422
parentea05e259c9490657a5062480a06ff1cd1b924043
swrast: Always use MapTextureImage for mapping textures for swrast.

Now that everything goes through ImageSlices[], we can rely on the
driver's existing texture mapping function.

A big block of code goes away on Radeon that looks like it was to deal with
the validate that happened at SpanRenderStart, which no longer occurs since we
don't need validation for the MapTextureImage hook.

v2: Rewrite comment about ImageSlices, fix duplicated swImages, touch up
    unmap loop.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
Reviewed-by: Brian Paul <brianp@vmware.com>
src/mesa/drivers/dri/i915/intel_tris.c
src/mesa/drivers/dri/intel/intel_span.c
src/mesa/drivers/dri/intel/intel_span.h
src/mesa/drivers/dri/intel/intel_tex.h
src/mesa/drivers/dri/intel/intel_tex_validate.c
src/mesa/drivers/dri/radeon/radeon_mipmap_tree.c
src/mesa/drivers/dri/radeon/radeon_span.c
src/mesa/drivers/dri/radeon/radeon_texture.c
src/mesa/drivers/dri/radeon/radeon_texture.h
src/mesa/swrast/s_context.h
src/mesa/swrast/s_texture.c