struct brw_context *brw = brw_context(ctx);
__DRIcontext *driContext = brw->driContext;
- if (brw->saved_viewport)
- brw->saved_viewport(ctx, x, y, w, h);
+ (void) x;
+ (void) y;
+ (void) w;
+ (void) h;
if (_mesa_is_winsys_fbo(ctx->DrawBuffer)) {
dri2InvalidateDrawable(driContext->driDrawablePriv);
* So EGL still relies on viewport hacks to handle window resizing.
* This should go away with DRI3000.
*/
- if (!brw->driContext->driScreenPriv->dri2.useInvalidate) {
- brw->saved_viewport = functions->Viewport;
+ if (!brw->driContext->driScreenPriv->dri2.useInvalidate)
functions->Viewport = intel_viewport;
- }
functions->Flush = intel_glFlush;
functions->Finish = intelFinish;
__DRIcontext *driContext;
struct intel_screen *intelScreen;
- void (*saved_viewport)(struct gl_context *ctx,
- GLint x, GLint y, GLsizei width, GLsizei height);
};
static INLINE bool