mesa: Remove 'invalidate_state' parameter to _mesa_dirty_texobj().

Every caller passed true.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Kenneth Graunke 2013-09-17 21:50:26 -07:00
parent 1c904466aa
commit e9b410b54d
6 changed files with 10 additions and 14 deletions

View file

@ -3179,7 +3179,7 @@ teximage(struct gl_context *ctx, GLboolean compressed, GLuint dims,
_mesa_update_fbo_texture(ctx, texObj, face, level);
_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
_mesa_dirty_texobj(ctx, texObj);
}
}
_mesa_unlock_texture(ctx, texObj);
@ -3298,7 +3298,7 @@ _mesa_EGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image)
ctx->Driver.EGLImageTargetTexture2D(ctx, target,
texObj, texImage, image);
_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
_mesa_dirty_texobj(ctx, texObj);
}
_mesa_unlock_texture(ctx, texObj);
@ -3569,7 +3569,7 @@ copyteximage(struct gl_context *ctx, GLuint dims,
_mesa_update_fbo_texture(ctx, texObj, face, level);
_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
_mesa_dirty_texobj(ctx, texObj);
}
}
_mesa_unlock_texture(ctx, texObj);

View file

@ -715,20 +715,17 @@ _mesa_cube_complete(const struct gl_texture_object *texObj)
/**
* Mark a texture object dirty. It forces the object to be incomplete
* and optionally forces the context to re-validate its state.
* and forces the context to re-validate its state.
*
* \param ctx GL context.
* \param texObj texture object.
* \param invalidate_state also invalidate context state.
*/
void
_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
GLboolean invalidate_state)
_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj)
{
texObj->_BaseComplete = GL_FALSE;
texObj->_MipmapComplete = GL_FALSE;
if (invalidate_state)
ctx->NewState |= _NEW_TEXTURE;
ctx->NewState |= _NEW_TEXTURE;
}

View file

@ -126,8 +126,7 @@ extern GLboolean
_mesa_cube_complete(const struct gl_texture_object *texObj);
extern void
_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
GLboolean invalidate_state);
_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj);
extern struct gl_texture_object *
_mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex);

View file

@ -256,7 +256,7 @@ static inline void
incomplete(struct gl_context *ctx, struct gl_texture_object *texObj)
{
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
_mesa_dirty_texobj(ctx, texObj);
}

View file

@ -132,7 +132,7 @@ st_bind_surface(struct gl_context *ctx, GLenum target,
stObj->depth0 = 1;
stObj->surface_format = ps->format;
_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
_mesa_dirty_texobj(ctx, texObj);
}
static void

View file

@ -545,7 +545,7 @@ st_context_teximage(struct st_context_iface *stctxi,
stObj->depth0 = depth;
stObj->surface_format = pipe_format;
_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
_mesa_dirty_texobj(ctx, texObj);
_mesa_unlock_texture(ctx, texObj);
return TRUE;