Hide texture layout details from the state tracker.
pipe->get_tex_surface() has to be used for access to texture image data.
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@@ -51,24 +51,24 @@ update_textures(struct st_context *st)
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for (u = 0; u < st->ctx->Const.MaxTextureImageUnits; u++) {
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struct gl_texture_object *texObj
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= st->ctx->Texture.Unit[u]._Current;
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struct pipe_mipmap_tree *mt;
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struct pipe_texture *pt;
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if (texObj) {
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GLboolean flush, retval;
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retval = st_finalize_mipmap_tree(st->ctx, st->pipe, u, &flush);
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retval = st_finalize_texture(st->ctx, st->pipe, u, &flush);
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#if 0
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printf("finalize_mipmap_tree returned %d, flush = %d\n",
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printf("finalize_texture returned %d, flush = %d\n",
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retval, flush);
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#endif
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mt = st_get_texobj_mipmap_tree(texObj);
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pt = st_get_texobj_texture(texObj);
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}
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else {
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mt = NULL;
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pt = NULL;
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}
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st->state.texture[u] = mt;
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st->pipe->set_texture_state(st->pipe, u, mt);
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st->state.texture[u] = pt;
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st->pipe->set_texture_state(st->pipe, u, pt);
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}
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}
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