mesa: use _mesa_dirty_texobj() function
authorBrian Paul <brianp@vmware.com>
Sat, 17 Mar 2012 22:30:03 +0000 (16:30 -0600)
committerBrian Paul <brianp@vmware.com>
Tue, 20 Mar 2012 14:23:32 +0000 (08:23 -0600)
To mark the texture object as incomplete.

Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
src/mesa/main/teximage.c

index cf0a0cb2a67e2728d21b66edb2e6462b72a15627..c541182122690d248d5de1b364aeae301270e7a7 100644 (file)
@@ -43,6 +43,7 @@
 #include "state.h"
 #include "texcompress.h"
 #include "teximage.h"
+#include "texobj.h"
 #include "texstate.h"
 #include "texpal.h"
 #include "mtypes.h"
@@ -2602,9 +2603,7 @@ teximage(struct gl_context *ctx, GLuint dims,
 
                _mesa_update_fbo_texture(ctx, texObj, face, level);
 
-               /* state update */
-               texObj->_Complete = GL_FALSE;
-               ctx->NewState |= _NEW_TEXTURE;
+               _mesa_dirty_texobj(ctx, texObj, GL_TRUE);
             }
             else {
                _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage%uD", dims);
@@ -2702,9 +2701,7 @@ _mesa_EGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image)
       ctx->Driver.EGLImageTargetTexture2D(ctx, target,
                                          texObj, texImage, image);
 
-      /* state update */
-      texObj->_Complete = GL_FALSE;
-      ctx->NewState |= _NEW_TEXTURE;
+      _mesa_dirty_texobj(ctx, texObj, GL_TRUE);
    }
    _mesa_unlock_texture(ctx, texObj);
 
@@ -2965,9 +2962,7 @@ copyteximage(struct gl_context *ctx, GLuint dims,
 
             _mesa_update_fbo_texture(ctx, texObj, face, level);
 
-            /* state update */
-            texObj->_Complete = GL_FALSE;
-            ctx->NewState |= _NEW_TEXTURE;
+            _mesa_dirty_texobj(ctx, texObj, GL_TRUE);
          }
          else {
             /* probably too large of image */
@@ -3598,9 +3593,7 @@ compressedteximage(struct gl_context *ctx, GLuint dims,
 
                check_gen_mipmap(ctx, target, texObj, level);
 
-               /* state update */
-               texObj->_Complete = GL_FALSE;
-               ctx->NewState |= _NEW_TEXTURE;
+               _mesa_dirty_texobj(ctx, texObj, GL_TRUE);
             }
             else {
                _mesa_error(ctx, GL_OUT_OF_MEMORY,