meta: Use _mesa_bind_texture instead of _mesa_BindTexture
authorIan Romanick <ian.d.romanick@intel.com>
Wed, 20 Jan 2016 01:15:08 +0000 (17:15 -0800)
committerIan Romanick <ian.d.romanick@intel.com>
Wed, 3 Jan 2018 00:23:52 +0000 (16:23 -0800)
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
src/mesa/drivers/common/meta.c
src/mesa/drivers/common/meta_generate_mipmap.c

index 5bad17d76bf4d6b05298446e8888c8df49efc6eb..55d803fd5bdc2334ec11f4e2b008aa76e7c3510b 100644 (file)
@@ -1386,7 +1386,7 @@ _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
 {
    bool newTex;
 
-   _mesa_BindTexture(tex->Target, tex->tex_obj->Name);
+   _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
    _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER,
                              (GLint *) &filter, false);
    _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER,
@@ -1437,7 +1437,7 @@ _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
     */
    static const GLint filter = GL_NEAREST;
 
-   _mesa_BindTexture(tex->Target, tex->tex_obj->Name);
+   _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
    _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER, &filter,
                              false);
    _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER, &filter,
@@ -3176,7 +3176,7 @@ decompress_texture_image(struct gl_context *ctx,
    _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts);
 
    /* setup texture state */
-   _mesa_BindTexture(target, texObj->Name);
+   _mesa_bind_texture(ctx, target, texObj);
 
    if (!use_glsl_version)
       _mesa_set_enable(ctx, target, GL_TRUE);
index 55093e95537ada6d027079a720803716506e1857..99d0931694d938221d10239fb42f00415c3281ef 100644 (file)
@@ -201,10 +201,10 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
 
    /* We may have been called from glGenerateTextureMipmap with CurrentUnit
     * still set to 0, so we don't know when we can skip binding the texture.
-    * Assume that _mesa_BindTexture will be fast if we're rebinding the same
+    * Assume that _mesa_bind_texture will be fast if we're rebinding the same
     * texture.
     */
-   _mesa_BindTexture(target, texObj->Name);
+   _mesa_bind_texture(ctx, target, texObj);
 
    if (mipmap->samp_obj == NULL) {
       mipmap->samp_obj =  ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);