#include "brw_wm.h"
#include "brw_state.h"
#include "brw_debug.h"
+#include "brw_resource.h"
#include "brw_pipe_rast.h"
/* PIPE_NEW_BOUND_TEXTURES */
- for (i = 0; i < brw->curr.num_textures; i++) {
- const struct brw_texture *tex = brw_texture(brw->curr.texture[i]);
+ for (i = 0; i < brw->curr.num_fragment_sampler_views; i++) {
+ const struct brw_texture *tex = brw_texture(brw->curr.fragment_sampler_views[i]->texture);
- if (tex->base.format == PIPE_FORMAT_UYVY)
+ if (tex->b.b.format == PIPE_FORMAT_UYVY)
key->yuvtex_mask |= 1 << i;
- if (tex->base.format == PIPE_FORMAT_YUYV)
+ if (tex->b.b.format == PIPE_FORMAT_YUYV)
key->yuvtex_swap_mask |= 1 << i;
/* XXX: shadow texture