_mesa_GenFramebuffers(1, &decompress_fbo->FBO);
_mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
- _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
- GL_COLOR_ATTACHMENT0_EXT,
- GL_RENDERBUFFER_EXT,
- decompress_fbo->rb->Name);
+ _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
+ decompress_fbo->rb);
}
else {
_mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
/* alloc dest surface */
if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
- _mesa_NamedRenderbufferStorage(decompress_fbo->rb->Name, rbFormat,
- width, height);
+ _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
+ width, height, 0);
status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
/* If the framebuffer isn't complete then we'll leave
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, attachment,
src_view_tex_image, src_z);
} else {
- _mesa_FramebufferRenderbuffer(GL_READ_FRAMEBUFFER,
- attachment,
- GL_RENDERBUFFER,
- src_renderbuffer->Name);
+ _mesa_framebuffer_renderbuffer(ctx, ctx->ReadBuffer, attachment,
+ src_renderbuffer);
}
status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
goto meta_end;
if (dst_renderbuffer) {
- _mesa_FramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,
- attachment,
- GL_RENDERBUFFER,
- dst_renderbuffer->Name);
+ _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, attachment,
+ dst_renderbuffer);
} else {
_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, attachment,
dst_tex_image, dst_z);