* Called by Mesa when rendering to a texture is done.
*/
static void
-intel_finish_render_texture(struct gl_context * ctx,
- struct gl_renderbuffer_attachment *att)
+intel_finish_render_texture(struct gl_context * ctx, struct gl_renderbuffer *rb)
{
struct intel_context *intel = intel_context(ctx);
- struct gl_renderbuffer *rb = att->Renderbuffer;
DBG("Finish render %s texture\n", _mesa_get_format_name(rb->Format));
static void
nouveau_finish_render_texture(struct gl_context *ctx,
- struct gl_renderbuffer_attachment *att)
+ struct gl_renderbuffer *rb)
{
- texture_dirty(att->Texture);
+ texture_dirty(rb->TexImage->TexObject);
}
void
}
static void
-radeon_finish_render_texture(struct gl_context * ctx,
- struct gl_renderbuffer_attachment *att)
+radeon_finish_render_texture(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
- struct gl_texture_image *image = att->Renderbuffer->TexImage;
+ struct gl_texture_image *image = rb->TexImage;
radeon_texture_image *radeon_image = (radeon_texture_image *)image;
if (radeon_image)
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att);
void (*FinishRenderTexture)(struct gl_context *ctx,
- struct gl_renderbuffer_attachment *att);
+ struct gl_renderbuffer *rb);
void (*ValidateFramebuffer)(struct gl_context *ctx,
struct gl_framebuffer *fb);
/*@}*/
/* tell driver that we're done rendering to this texture. */
if (rb && rb->NeedsFinishRenderTexture)
- ctx->Driver.FinishRenderTexture(ctx, att);
+ ctx->Driver.FinishRenderTexture(ctx, rb);
if (att->Type == GL_TEXTURE) {
ASSERT(att->Texture);
struct gl_renderbuffer *rb = att->Renderbuffer;
if (rb && rb->NeedsFinishRenderTexture)
- ctx->Driver.FinishRenderTexture(ctx, att);
+ ctx->Driver.FinishRenderTexture(ctx, rb);
if (att->Texture == texObj) {
/* re-attaching same texture */
struct gl_renderbuffer_attachment *att = fb->Attachment + i;
struct gl_renderbuffer *rb = att->Renderbuffer;
if (rb && rb->NeedsFinishRenderTexture) {
- ctx->Driver.FinishRenderTexture(ctx, att);
+ ctx->Driver.FinishRenderTexture(ctx, rb);
}
}
}
* Called via ctx->Driver.FinishRenderTexture.
*/
static void
-st_finish_render_texture(struct gl_context *ctx,
- struct gl_renderbuffer_attachment *att)
+st_finish_render_texture(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
- struct st_renderbuffer *strb = st_renderbuffer(att->Renderbuffer);
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
if (!strb)
return;
void
_swrast_finish_render_texture(struct gl_context *ctx,
- struct gl_renderbuffer_attachment *att)
+ struct gl_renderbuffer *rb)
{
/* do nothing */
/* The renderbuffer texture wrapper will get deleted by the
* normal mechanism for deleting renderbuffers.
*/
(void) ctx;
- (void) att;
+ (void) rb;
}
extern void
_swrast_finish_render_texture(struct gl_context *ctx,
- struct gl_renderbuffer_attachment *att);
+ struct gl_renderbuffer *rb);
/**