meta: Use _mesa_CreateFramebuffers instead of _mesa_GenFramebuffers

This enables later patches that will stop calling _mesa_GenFramebuffers
or _mesa_CreateFramebuffers which pollute the framebuffer namespace.

For framebuffers, the Bind call is still necessary.

sed -i -e 's/_mesa_GenFramebuffers/_mesa_CreateFramebuffers/' \
    src/mesa/drivers/common/*.c

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Ian Romanick
2015-11-13 11:06:51 -08:00
parent 6b70c9ea98
commit 7c254f0200
4 changed files with 7 additions and 7 deletions

View File

@@ -2794,7 +2794,7 @@ copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
_mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
_mesa_GenFramebuffers(1, &fbo);
_mesa_CreateFramebuffers(1, &fbo);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
@@ -3054,7 +3054,7 @@ decompress_texture_image(struct gl_context *ctx,
decompress_fbo->rb->RefCount = 1;
_mesa_GenFramebuffers(1, &decompress_fbo->FBO);
_mesa_CreateFramebuffers(1, &decompress_fbo->FBO);
_mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
_mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
decompress_fbo->rb);
@@ -3512,7 +3512,7 @@ cleartexsubimage_for_zoffset(struct gl_context *ctx,
GLuint fbo;
bool success;
_mesa_GenFramebuffers(1, &fbo);
_mesa_CreateFramebuffers(1, &fbo);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
switch(texImage->_BaseFormat) {

View File

@@ -210,7 +210,7 @@ _mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx,
/* We really only need to stash the bound framebuffers and scissor. */
_mesa_meta_begin(ctx, MESA_META_SCISSOR);
_mesa_GenFramebuffers(2, fbos);
_mesa_CreateFramebuffers(2, fbos);
_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);

View File

@@ -110,7 +110,7 @@ fallback_required(struct gl_context *ctx, GLenum target,
* Test that we can actually render in the texture's format.
*/
if (!mipmap->FBO)
_mesa_GenFramebuffers(1, &mipmap->FBO);
_mesa_CreateFramebuffers(1, &mipmap->FBO);
_mesa_BindFramebuffer(fbo_target, mipmap->FBO);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,

View File

@@ -225,7 +225,7 @@ _mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
_mesa_meta_begin(ctx, ~(MESA_META_PIXEL_TRANSFER |
MESA_META_PIXEL_STORE));
_mesa_GenFramebuffers(2, fbos);
_mesa_CreateFramebuffers(2, fbos);
_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
@@ -363,7 +363,7 @@ _mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
if (ctx->Extensions.ARB_color_buffer_float)
_mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
_mesa_GenFramebuffers(2, fbos);
_mesa_CreateFramebuffers(2, fbos);
if (tex_image && tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
assert(depth == 1);