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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>
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1e055e9211
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1 changed files with 4 additions and 5 deletions
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@ -3071,10 +3071,10 @@ decompress_texture_image(struct gl_context *ctx,
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/* Create/bind FBO/renderbuffer */
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if (decompress_fbo->FBO == 0) {
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_mesa_CreateRenderbuffers(1, &decompress_fbo->RBO);
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_mesa_GenFramebuffers(1, &decompress_fbo->FBO);
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_mesa_GenRenderbuffers(1, &decompress_fbo->RBO);
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_mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
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_mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
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_mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0_EXT,
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GL_RENDERBUFFER_EXT,
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@ -3086,9 +3086,8 @@ decompress_texture_image(struct gl_context *ctx,
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/* alloc dest surface */
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if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
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_mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
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_mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, rbFormat,
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width, height);
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_mesa_NamedRenderbufferStorage(decompress_fbo->RBO, rbFormat,
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width, height);
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status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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/* If the framebuffer isn't complete then we'll leave
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