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>
This commit is contained in:
Brian Paul 2012-03-17 16:30:03 -06:00
parent d335e69b9a
commit 878c69fe54

View file

@ -43,6 +43,7 @@
#include "state.h"
#include "texcompress.h"
#include "teximage.h"
#include "texobj.h"
#include "texstate.h"
#include "texpal.h"
#include "mtypes.h"
@ -2602,9 +2603,7 @@ teximage(struct gl_context *ctx, GLuint dims,
_mesa_update_fbo_texture(ctx, texObj, face, level);
/* state update */
texObj->_Complete = GL_FALSE;
ctx->NewState |= _NEW_TEXTURE;
_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
}
else {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage%uD", dims);
@ -2702,9 +2701,7 @@ _mesa_EGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image)
ctx->Driver.EGLImageTargetTexture2D(ctx, target,
texObj, texImage, image);
/* state update */
texObj->_Complete = GL_FALSE;
ctx->NewState |= _NEW_TEXTURE;
_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
}
_mesa_unlock_texture(ctx, texObj);
@ -2965,9 +2962,7 @@ copyteximage(struct gl_context *ctx, GLuint dims,
_mesa_update_fbo_texture(ctx, texObj, face, level);
/* state update */
texObj->_Complete = GL_FALSE;
ctx->NewState |= _NEW_TEXTURE;
_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
}
else {
/* probably too large of image */
@ -3598,9 +3593,7 @@ compressedteximage(struct gl_context *ctx, GLuint dims,
check_gen_mipmap(ctx, target, texObj, level);
/* state update */
texObj->_Complete = GL_FALSE;
ctx->NewState |= _NEW_TEXTURE;
_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
}
else {
_mesa_error(ctx, GL_OUT_OF_MEMORY,