{
const struct gl_texture_unit *texUnit;
struct gl_texture_object *texObj;
+ struct gl_texture_image *texImage;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
texUnit = _mesa_get_current_tex_unit(ctx);
texObj = _mesa_select_tex_object(ctx, texUnit, target);
+ texImage = _mesa_select_tex_image(ctx, texObj, target, level);
if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE)) {
- struct gl_texture_image *texImage =
- _mesa_select_tex_image(ctx, texObj, target, level);
_mesa_debug(ctx,
"glGetCompressedTexImage(tex %u) format = %s, w=%d, h=%d\n",
texObj->Name,
_mesa_lock_texture(ctx, texObj);
{
- struct gl_texture_image *texImage =
- _mesa_select_tex_image(ctx, texObj, target, level);
-
- /* this typically calls _mesa_get_compressed_teximage() */
ctx->Driver.GetCompressedTexImage(ctx, target, level, img,
texObj, texImage);
}