driver->UnmapRenderbuffer = _swrast_unmap_soft_renderbuffer;
driver->RenderTexture = _swrast_render_texture;
driver->FinishRenderTexture = _swrast_finish_render_texture;
- driver->FramebufferRenderbuffer = _mesa_framebuffer_renderbuffer;
+ driver->FramebufferRenderbuffer = _mesa_FramebufferRenderbuffer_sw;
driver->ValidateFramebuffer = _mesa_validate_framebuffer;
driver->BlitFramebuffer = _swrast_BlitFramebuffer;
{
DBG("Intel FramebufferRenderbuffer %u %u\n", fb->Name, rb ? rb->Name : 0);
- _mesa_framebuffer_renderbuffer(ctx, fb, attachment, rb);
+ _mesa_FramebufferRenderbuffer_sw(ctx, fb, attachment, rb);
intel_draw_buffer(ctx);
}
nouveau_framebuffer_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
GLenum attachment, struct gl_renderbuffer *rb)
{
- _mesa_framebuffer_renderbuffer(ctx, fb, attachment, rb);
+ _mesa_FramebufferRenderbuffer_sw(ctx, fb, attachment, rb);
context_dirty(ctx, FRAMEBUFFER);
}
"%s(%p, fb %p, rb %p) \n",
__func__, ctx, fb, rb);
- _mesa_framebuffer_renderbuffer(ctx, fb, attachment, rb);
+ _mesa_FramebufferRenderbuffer_sw(ctx, fb, attachment, rb);
radeon_draw_buffer(ctx, fb);
}
* Attach a renderbuffer object to a framebuffer object.
*/
void
-_mesa_framebuffer_renderbuffer(struct gl_context *ctx,
- struct gl_framebuffer *fb,
- GLenum attachment, struct gl_renderbuffer *rb)
+_mesa_FramebufferRenderbuffer_sw(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ GLenum attachment,
+ struct gl_renderbuffer *rb)
{
struct gl_renderbuffer_attachment *att;
struct gl_renderbuffer_attachment *att);
extern void
-_mesa_framebuffer_renderbuffer(struct gl_context *ctx,
- struct gl_framebuffer *fb,
- GLenum attachment, struct gl_renderbuffer *rb);
+_mesa_FramebufferRenderbuffer_sw(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ GLenum attachment,
+ struct gl_renderbuffer *rb);
extern void
_mesa_validate_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb);
functions->NewFramebuffer = st_new_framebuffer;
functions->NewRenderbuffer = st_new_renderbuffer;
functions->BindFramebuffer = st_bind_framebuffer;
- functions->FramebufferRenderbuffer = _mesa_framebuffer_renderbuffer;
+ functions->FramebufferRenderbuffer = _mesa_FramebufferRenderbuffer_sw;
functions->RenderTexture = st_render_texture;
functions->FinishRenderTexture = st_finish_render_texture;
functions->ValidateFramebuffer = st_validate_framebuffer;
* \param fb the framebuffer object the texture is being bound to
* \param att the fb attachment point of the texture
*
- * \sa _mesa_framebuffer_renderbuffer
+ * \sa _mesa_FramebufferRenderbuffer_sw
*/
void
_swrast_render_texture(struct gl_context *ctx,