Lines Matching refs:decompress

3604    struct decompress_state *decompress = &ctx->Meta->Decompress;
3641 if (decompress->FBO == 0) {
3642 _mesa_GenFramebuffersEXT(1, &decompress->FBO);
3643 _mesa_GenRenderbuffersEXT(1, &decompress->RBO);
3644 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3645 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3649 decompress->RBO);
3652 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3656 if (width > decompress->Width || height > decompress->Height) {
3657 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3660 decompress->Width = width;
3661 decompress->Height = height;
3665 if (decompress->ArrayObj == 0) {
3667 _mesa_GenVertexArrays(1, &decompress->ArrayObj);
3668 _mesa_BindVertexArray(decompress->ArrayObj);
3671 _mesa_GenBuffersARB(1, &decompress->VBO);
3672 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3683 _mesa_BindVertexArray(decompress->ArrayObj);
3684 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3687 if (!decompress->Sampler) {
3688 _mesa_GenSamplers(1, &decompress->Sampler);
3689 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3691 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3692 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3695 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3700 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3818 /* We can only use the decompress-with-blit method here if the texels are