#include "pipe/p_shader_tokens.h"
#include "pipe/p_state.h"
-#include "util/u_format.h"
+#include "util/format/u_format.h"
#include "util/u_memory.h"
#include "util/u_math.h"
#include "util/u_blitter.h"
for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
if (clear_buffers & (PIPE_CLEAR_COLOR0 << i)) {
blend.rt[i].colormask = PIPE_MASK_RGBA;
+ blend.max_rt = i;
}
}