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mesa: use _mesa_dirty_texobj() function
To mark the texture object as incomplete. Reviewed-by: José Fonseca <jfonseca@vmware.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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1 changed files with 5 additions and 12 deletions
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@ -43,6 +43,7 @@
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#include "state.h"
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#include "texcompress.h"
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#include "teximage.h"
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#include "texobj.h"
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#include "texstate.h"
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#include "texpal.h"
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#include "mtypes.h"
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@ -2602,9 +2603,7 @@ teximage(struct gl_context *ctx, GLuint dims,
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_mesa_update_fbo_texture(ctx, texObj, face, level);
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/* state update */
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texObj->_Complete = GL_FALSE;
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ctx->NewState |= _NEW_TEXTURE;
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_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
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}
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else {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage%uD", dims);
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@ -2702,9 +2701,7 @@ _mesa_EGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image)
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ctx->Driver.EGLImageTargetTexture2D(ctx, target,
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texObj, texImage, image);
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/* state update */
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texObj->_Complete = GL_FALSE;
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ctx->NewState |= _NEW_TEXTURE;
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_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
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}
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_mesa_unlock_texture(ctx, texObj);
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@ -2965,9 +2962,7 @@ copyteximage(struct gl_context *ctx, GLuint dims,
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_mesa_update_fbo_texture(ctx, texObj, face, level);
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/* state update */
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texObj->_Complete = GL_FALSE;
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ctx->NewState |= _NEW_TEXTURE;
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_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
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}
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else {
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/* probably too large of image */
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@ -3598,9 +3593,7 @@ compressedteximage(struct gl_context *ctx, GLuint dims,
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check_gen_mipmap(ctx, target, texObj, level);
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/* state update */
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texObj->_Complete = GL_FALSE;
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ctx->NewState |= _NEW_TEXTURE;
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_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
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}
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else {
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_mesa_error(ctx, GL_OUT_OF_MEMORY,
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