/* Create/bind FBO/renderbuffer */
if (decompress_fbo->FBO == 0) {
+ _mesa_CreateRenderbuffers(1, &decompress_fbo->RBO);
+
_mesa_GenFramebuffers(1, &decompress_fbo->FBO);
- _mesa_GenRenderbuffers(1, &decompress_fbo->RBO);
_mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
- _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
_mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT,
/* alloc dest surface */
if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
- _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
- _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, rbFormat,
- width, height);
+ _mesa_NamedRenderbufferStorage(decompress_fbo->RBO, rbFormat,
+ width, height);
status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
/* If the framebuffer isn't complete then we'll leave