_mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
- _mesa_GenFramebuffers(1, &fbo);
+ _mesa_CreateFramebuffers(1, &fbo);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
decompress_fbo->rb->RefCount = 1;
- _mesa_GenFramebuffers(1, &decompress_fbo->FBO);
+ _mesa_CreateFramebuffers(1, &decompress_fbo->FBO);
_mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
_mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
decompress_fbo->rb);
GLuint fbo;
bool success;
- _mesa_GenFramebuffers(1, &fbo);
+ _mesa_CreateFramebuffers(1, &fbo);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
switch(texImage->_BaseFormat) {
/* We really only need to stash the bound framebuffers and scissor. */
_mesa_meta_begin(ctx, MESA_META_SCISSOR);
- _mesa_GenFramebuffers(2, fbos);
+ _mesa_CreateFramebuffers(2, fbos);
_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
* Test that we can actually render in the texture's format.
*/
if (!mipmap->FBO)
- _mesa_GenFramebuffers(1, &mipmap->FBO);
+ _mesa_CreateFramebuffers(1, &mipmap->FBO);
_mesa_BindFramebuffer(fbo_target, mipmap->FBO);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
_mesa_meta_begin(ctx, ~(MESA_META_PIXEL_TRANSFER |
MESA_META_PIXEL_STORE));
- _mesa_GenFramebuffers(2, fbos);
+ _mesa_CreateFramebuffers(2, fbos);
_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
if (ctx->Extensions.ARB_color_buffer_float)
_mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
- _mesa_GenFramebuffers(2, fbos);
+ _mesa_CreateFramebuffers(2, fbos);
if (tex_image && tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
assert(depth == 1);