if (samplersUsed & (1 << su)) {
struct gl_texture_object *texObj;
struct st_texture_object *stObj;
- GLboolean flush, retval;
+ GLboolean retval;
GLuint texUnit;
if (fprog->Base.SamplersUsed & (1 << su))
}
stObj = st_texture_object(texObj);
- retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
+ retval = st_finalize_texture(st->ctx, st->pipe, texObj);
if (!retval) {
/* out of mem */
continue;
= st->ctx->Texture.Unit[texUnit]._Current;
if (texObj) {
- GLboolean flush, retval;
+ GLboolean retval;
- retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
+ retval = st_finalize_texture(st->ctx, st->pipe, texObj);
if (!retval) {
/* out of mem */
st->missing_textures = GL_TRUE;