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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>
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6 changed files with 10 additions and 14 deletions
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@ -3179,7 +3179,7 @@ teximage(struct gl_context *ctx, GLboolean compressed, GLuint dims,
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_mesa_update_fbo_texture(ctx, texObj, face, level);
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_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
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_mesa_dirty_texobj(ctx, texObj);
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}
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}
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_mesa_unlock_texture(ctx, texObj);
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@ -3298,7 +3298,7 @@ _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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_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
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_mesa_dirty_texobj(ctx, texObj);
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}
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_mesa_unlock_texture(ctx, texObj);
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@ -3569,7 +3569,7 @@ copyteximage(struct gl_context *ctx, GLuint dims,
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_mesa_update_fbo_texture(ctx, texObj, face, level);
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_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
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_mesa_dirty_texobj(ctx, texObj);
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}
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}
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_mesa_unlock_texture(ctx, texObj);
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@ -715,20 +715,17 @@ _mesa_cube_complete(const struct gl_texture_object *texObj)
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/**
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* Mark a texture object dirty. It forces the object to be incomplete
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* and optionally forces the context to re-validate its state.
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* and forces the context to re-validate its state.
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*
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* \param ctx GL context.
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* \param texObj texture object.
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* \param invalidate_state also invalidate context state.
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*/
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void
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_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
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GLboolean invalidate_state)
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_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj)
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{
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texObj->_BaseComplete = GL_FALSE;
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texObj->_MipmapComplete = GL_FALSE;
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if (invalidate_state)
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ctx->NewState |= _NEW_TEXTURE;
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ctx->NewState |= _NEW_TEXTURE;
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}
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@ -126,8 +126,7 @@ extern GLboolean
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_mesa_cube_complete(const struct gl_texture_object *texObj);
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extern void
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_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
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GLboolean invalidate_state);
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_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj);
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extern struct gl_texture_object *
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_mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex);
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@ -256,7 +256,7 @@ static inline void
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incomplete(struct gl_context *ctx, struct gl_texture_object *texObj)
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{
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FLUSH_VERTICES(ctx, _NEW_TEXTURE);
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_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
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_mesa_dirty_texobj(ctx, texObj);
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}
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@ -132,7 +132,7 @@ st_bind_surface(struct gl_context *ctx, GLenum target,
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stObj->depth0 = 1;
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stObj->surface_format = ps->format;
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_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
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_mesa_dirty_texobj(ctx, texObj);
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}
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static void
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@ -545,7 +545,7 @@ st_context_teximage(struct st_context_iface *stctxi,
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stObj->depth0 = depth;
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stObj->surface_format = pipe_format;
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_mesa_dirty_texobj(ctx, texObj, GL_TRUE);
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_mesa_dirty_texobj(ctx, texObj);
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_mesa_unlock_texture(ctx, texObj);
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return TRUE;
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