driver->EndCallList = NULL;
/* GL_ARB_texture_storage */
- driver->AllocTextureStorage = _mesa_alloc_texture_storage;
+ driver->AllocTextureStorage = _mesa_AllocTextureStorage_sw;
/* GL_ARB_texture_view */
driver->TextureView = NULL;
/**
* ctx->Driver.AllocTextureStorage() handler.
*
- * Compare this to _mesa_alloc_texture_storage, which would call into
+ * Compare this to _mesa_AllocTextureStorage_sw, which would call into
* intel_alloc_texture_image_buffer() above.
*/
static GLboolean
* checks at glTexImage* time.
*/
GLboolean
-_mesa_alloc_texture_storage(struct gl_context *ctx,
- struct gl_texture_object *texObj,
- GLsizei levels, GLsizei width,
- GLsizei height, GLsizei depth)
+_mesa_AllocTextureStorage_sw(struct gl_context *ctx,
+ struct gl_texture_object *texObj,
+ GLsizei levels, GLsizei width,
+ GLsizei height, GLsizei depth)
{
const int numFaces = _mesa_num_tex_faces(texObj->Target);
int face;
_mesa_is_legal_tex_storage_format(struct gl_context *ctx, GLenum internalformat);
extern GLboolean
-_mesa_alloc_texture_storage(struct gl_context *ctx,
- struct gl_texture_object *texObj,
- GLsizei levels, GLsizei width,
- GLsizei height, GLsizei depth);
+_mesa_AllocTextureStorage_sw(struct gl_context *ctx,
+ struct gl_texture_object *texObj,
+ GLsizei levels, GLsizei width,
+ GLsizei height, GLsizei depth);
#endif /* TEXSTORAGE_H */