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authorBrian Paul <brian.paul@tungstengraphics.com>2002-03-19 16:47:04 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2002-03-19 16:47:04 +0000
commitaeb4434563c4014a662ea334878b60d3031bb3c1 (patch)
treec46189840da3ba9ba94cfcc5a99f4a6deccc582f /src/mesa/swrast/s_depth.c
parentd0570646bd67eae8152b63ccaf5c73970b1f56ea (diff)
Use MESA_PBUFFER_ALLOC/FREE macros to allocate all framebuffer and texture
memory. These can be overridden by applications which need to manage this memory specially. Contributed by Gerk Huisma. Also, new code for 8-bit -> 16-bit/channel texture image storage which fills in the least-significant bits properly.
Diffstat (limited to 'src/mesa/swrast/s_depth.c')
-rw-r--r--src/mesa/swrast/s_depth.c7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c
index cadb0ecd10..81647f9fc9 100644
--- a/src/mesa/swrast/s_depth.c
+++ b/src/mesa/swrast/s_depth.c
@@ -1,4 +1,4 @@
-/* $Id: s_depth.c,v 1.18 2002/03/16 00:53:15 brianp Exp $ */
+/* $Id: s_depth.c,v 1.19 2002/03/19 16:47:05 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -1521,7 +1521,7 @@ _mesa_alloc_depth_buffer( GLframebuffer *buffer )
/* deallocate current depth buffer if present */
if (buffer->DepthBuffer) {
- FREE(buffer->DepthBuffer);
+ MESA_PBUFFER_FREE(buffer->DepthBuffer);
buffer->DepthBuffer = NULL;
}
@@ -1531,7 +1531,8 @@ _mesa_alloc_depth_buffer( GLframebuffer *buffer )
else
bytesPerValue = sizeof(GLuint);
- buffer->DepthBuffer =MALLOC(buffer->Width * buffer->Height * bytesPerValue);
+ buffer->DepthBuffer = MESA_PBUFFER_ALLOC(buffer->Width * buffer->Height
+ * bytesPerValue);
if (!buffer->DepthBuffer) {
/* out of memory */