mesa: remove unused ctx->Driver.PrioritizeTextures() hook
authorBrian Paul <brianp@vmware.com>
Wed, 14 Oct 2009 21:11:12 +0000 (15:11 -0600)
committerBrian Paul <brianp@vmware.com>
Thu, 15 Oct 2009 01:08:38 +0000 (19:08 -0600)
src/mesa/drivers/common/driverfuncs.c
src/mesa/drivers/dri/mach64/mach64_tex.c
src/mesa/main/dd.h
src/mesa/main/texobj.c

index 5934907cf010c485569ca6247468e4da52d448d5..4d21b033f7d58e160b0801cd6d74a581498cf136 100644 (file)
@@ -125,7 +125,6 @@ _mesa_init_driver_functions(struct dd_function_table *driver)
    driver->UnmapTexture = NULL;
    driver->TextureMemCpy = _mesa_memcpy; 
    driver->IsTextureResident = NULL;
-   driver->PrioritizeTexture = NULL;
    driver->ActiveTexture = NULL;
    driver->UpdateTexturePalette = NULL;
 
index 225d23179e10a029e58e9bb948cea6aa8ed34d9f..5a22c93bd2b34854f4a59d989fe4ee1a1d012648 100644 (file)
@@ -567,7 +567,6 @@ void mach64InitTextureFuncs( struct dd_function_table *functions )
 
    functions->UpdateTexturePalette     = NULL;
    functions->ActiveTexture            = NULL;
-   functions->PrioritizeTexture                = NULL;
 
    driInitTextureFormats();
 }
index a9632ec954a36f91a0f0be1f2b66d1b23da0b3cb..25aaddea81f192592eb3dcdcc0b3274ba0f9c425 100644 (file)
@@ -544,12 +544,6 @@ struct dd_function_table {
    GLboolean (*IsTextureResident)( GLcontext *ctx,
                                    struct gl_texture_object *t );
 
-   /**
-    * Called by glPrioritizeTextures().
-    */
-   void (*PrioritizeTexture)( GLcontext *ctx,  struct gl_texture_object *t,
-                              GLclampf priority );
-
    /**
     * Called by glActiveTextureARB() to set current texture unit.
     */
index 8fd5eaa266142bec6be22adbd7e76ccb159ebc49..31832184c0eb8ae042fdaa9ac29095a747a7f8c5 100644 (file)
@@ -1098,8 +1098,6 @@ _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
          struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
          if (t) {
             t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
-           if (ctx->Driver.PrioritizeTexture)
-              ctx->Driver.PrioritizeTexture( ctx, t, t->Priority );
          }
       }
    }