return GL_TRUE;
}
- if (!r300ValidateTextures(ctx))
+ if (!r300ValidateBuffers(ctx))
return GL_TRUE;
r300UpdateShaders(rmesa);
r300ChooseRenderState(ctx);
r300SetVertexFormat(ctx);
- r300ValidateTextures(ctx);
+ r300ValidateBuffers(ctx);
r300UpdateShaders(rmesa);
r300UpdateShaderStates(rmesa);
unsigned long long offset, GLint depth,
GLuint pitch);
-extern GLboolean r300ValidateTextures(GLcontext * ctx);
+extern GLboolean r300ValidateBuffers(GLcontext * ctx);
extern void r300InitTextureFuncs(struct dd_function_table *functions);