_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
struct fb_tex_blit_state *blit);
-struct gl_sampler_object *
-_mesa_meta_setup_sampler(struct gl_context *ctx,
- struct gl_texture_object *texObj,
- GLenum target, GLenum filter, GLuint srcLevel);
-
extern GLbitfield
_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
const struct gl_framebuffer *readFb,
static struct gl_texture_object *
texture_object_from_renderbuffer(struct gl_context *, struct gl_renderbuffer *);
+static struct gl_sampler_object *
+setup_sampler(struct gl_context *, struct gl_texture_object *, GLenum target,
+ GLenum filter, GLuint srcLevel);
+
/** Return offset in bytes of the field within a vertex struct */
#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
*/
- fb_tex_blit.samp_obj = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
- srcLevel);
+ fb_tex_blit.samp_obj = setup_sampler(ctx, texObj, target, filter, srcLevel);
if (ctx->Extensions.EXT_texture_sRGB_decode) {
/* The GL 4.4 spec, section 18.3.1 ("Blitting Pixel Rectangles") says:
return texObj;
}
-struct gl_sampler_object *
-_mesa_meta_setup_sampler(struct gl_context *ctx,
- struct gl_texture_object *texObj,
- GLenum target, GLenum filter, GLuint srcLevel)
+static struct gl_sampler_object *
+setup_sampler(struct gl_context *ctx, struct gl_texture_object *texObj,
+ GLenum target, GLenum filter, GLuint srcLevel)
{
struct gl_sampler_object *samp_obj;
GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||