meta: Use _mesa_CreateRenderbuffers instead of _mesa_GenRenderbuffers and _mesa_BindRenderbuffer

This has the advantage that it does not pollute the global binding
state.  It also enables later patches that will stop calling
_mesa_GenRenderbuffers / _mesa_CreateRenderbuffers which pollute the
renderbuffer namespace.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This commit is contained in:
Ian Romanick 2015-11-11 14:33:30 -08:00
parent 1e055e9211
commit e273bbd60b

View file

@ -3071,10 +3071,10 @@ decompress_texture_image(struct gl_context *ctx,
/* Create/bind FBO/renderbuffer */
if (decompress_fbo->FBO == 0) {
_mesa_CreateRenderbuffers(1, &decompress_fbo->RBO);
_mesa_GenFramebuffers(1, &decompress_fbo->FBO);
_mesa_GenRenderbuffers(1, &decompress_fbo->RBO);
_mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
_mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
_mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT,
@ -3086,9 +3086,8 @@ decompress_texture_image(struct gl_context *ctx,
/* alloc dest surface */
if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
_mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
_mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, rbFormat,
width, height);
_mesa_NamedRenderbufferStorage(decompress_fbo->RBO, rbFormat,
width, height);
status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
/* If the framebuffer isn't complete then we'll leave