void (*set_texture_state)( struct pipe_context *,
GLuint unit,
- struct pipe_texture_object * );
+ struct pipe_mipmap_tree * );
void (*set_viewport_state)( struct pipe_context *,
const struct pipe_viewport_state * );
};
+#if 0
/**
* Texture object.
* Mipmap levels, cube faces, 3D slices can be accessed as surfaces.
void (*release_surface)(struct pipe_texture_object *pto,
struct pipe_surface *ps);
};
+#endif
/**
struct pipe_sampler_state sampler[PIPE_MAX_SAMPLERS];
struct pipe_setup_state setup;
struct pipe_stencil_state stencil;
- struct pipe_texture_object *texture[PIPE_MAX_SAMPLERS];
+ struct pipe_mipmap_tree *texture[PIPE_MAX_SAMPLERS];
struct pipe_viewport_state viewport;
GLuint dirty;
void softpipe_set_texture_state( struct pipe_context *,
GLuint unit,
- struct pipe_texture_object * );
+ struct pipe_mipmap_tree * );
void softpipe_set_viewport_state( struct pipe_context *,
const struct pipe_viewport_state * );
void
softpipe_set_texture_state(struct pipe_context *pipe,
GLuint unit,
- struct pipe_texture_object *texture)
+ struct pipe_mipmap_tree *texture)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
state_tracker/st_cb_bufferobjects.c \
state_tracker/st_draw.c \
state_tracker/st_context.c \
- state_tracker/st_mipmap_tree.c \
- state_tracker/st_texobj.c
+ state_tracker/st_mipmap_tree.c
SHADER_SOURCES = \
shader/arbprogparse.c \