Before calling _mesa_create_context(), initialize a dd_function_table struct
by calling _mesa_init_driver_functions() and then plugging in the driver- specific functions. In particular, make sure ctx->Driver.NewTextureObject points to the appropriate driver function so that _all_ texture objects are augmented with the driver-specific data. Put in a bunch of assertions in the texture-related driver functions that texObj->DriverData is valid. Remove old dead code in near future.
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@@ -347,18 +347,6 @@ _mesa_init_buffer_objects( GLcontext *ctx )
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for (i = 0; i < VERT_ATTRIB_MAX; i++) {
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ctx->Array.VertexAttrib[i].BufferObj = ctx->Array.NullBufferObj;
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}
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/* Device drivers might override these assignments after the Mesa
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* context is initialized.
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*/
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ctx->Driver.NewBufferObject = _mesa_new_buffer_object;
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ctx->Driver.DeleteBuffer = _mesa_delete_buffer_object;
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ctx->Driver.BindBuffer = NULL;
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ctx->Driver.BufferData = _mesa_buffer_data;
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ctx->Driver.BufferSubData = _mesa_buffer_subdata;
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ctx->Driver.GetBufferSubData = _mesa_buffer_get_subdata;
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ctx->Driver.MapBuffer = _mesa_buffer_map;
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ctx->Driver.UnmapBuffer = NULL;
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}
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