Every caller passed true.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
_mesa_update_fbo_texture(ctx, texObj, face, level);
- _mesa_dirty_texobj(ctx, texObj, GL_TRUE);
+ _mesa_dirty_texobj(ctx, texObj);
}
}
_mesa_unlock_texture(ctx, texObj);
ctx->Driver.EGLImageTargetTexture2D(ctx, target,
texObj, texImage, image);
- _mesa_dirty_texobj(ctx, texObj, GL_TRUE);
+ _mesa_dirty_texobj(ctx, texObj);
}
_mesa_unlock_texture(ctx, texObj);
_mesa_update_fbo_texture(ctx, texObj, face, level);
- _mesa_dirty_texobj(ctx, texObj, GL_TRUE);
+ _mesa_dirty_texobj(ctx, texObj);
}
}
_mesa_unlock_texture(ctx, texObj);
/**
* Mark a texture object dirty. It forces the object to be incomplete
- * and optionally forces the context to re-validate its state.
+ * and forces the context to re-validate its state.
*
* \param ctx GL context.
* \param texObj texture object.
- * \param invalidate_state also invalidate context state.
*/
void
-_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
- GLboolean invalidate_state)
+_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj)
{
texObj->_BaseComplete = GL_FALSE;
texObj->_MipmapComplete = GL_FALSE;
- if (invalidate_state)
- ctx->NewState |= _NEW_TEXTURE;
+ ctx->NewState |= _NEW_TEXTURE;
}
_mesa_cube_complete(const struct gl_texture_object *texObj);
extern void
-_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
- GLboolean invalidate_state);
+_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj);
extern struct gl_texture_object *
_mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex);
incomplete(struct gl_context *ctx, struct gl_texture_object *texObj)
{
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
- _mesa_dirty_texobj(ctx, texObj, GL_TRUE);
+ _mesa_dirty_texobj(ctx, texObj);
}
stObj->depth0 = 1;
stObj->surface_format = ps->format;
- _mesa_dirty_texobj(ctx, texObj, GL_TRUE);
+ _mesa_dirty_texobj(ctx, texObj);
}
static void
stObj->depth0 = depth;
stObj->surface_format = pipe_format;
- _mesa_dirty_texobj(ctx, texObj, GL_TRUE);
+ _mesa_dirty_texobj(ctx, texObj);
_mesa_unlock_texture(ctx, texObj);
return TRUE;