uint32_t mode = 0;
/* don't need NEW_BLEND, COLOR_MASK doesn't affect CLEAR_BUFFERS */
- if (!nv50_state_validate(nv50, NV50_NEW_3D_FRAMEBUFFER))
+ if (!nv50_state_validate_3d(nv50, NV50_NEW_3D_FRAMEBUFFER))
return;
/* We have to clear ALL of the layers, not up to the min number of layers
mode != NV50_BLIT_MODE_XS)
cvt_un8 = true;
- ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ ureg = ureg_create(PIPE_SHADER_FRAGMENT);
if (!ureg)
return NULL;
templ.format = format;
templ.u.tex.first_level = templ.u.tex.last_level = level;
templ.u.tex.first_layer = templ.u.tex.last_layer = layer;
- templ.swizzle_r = PIPE_SWIZZLE_RED;
- templ.swizzle_g = PIPE_SWIZZLE_GREEN;
- templ.swizzle_b = PIPE_SWIZZLE_BLUE;
- templ.swizzle_a = PIPE_SWIZZLE_ALPHA;
+ templ.swizzle_r = PIPE_SWIZZLE_X;
+ templ.swizzle_g = PIPE_SWIZZLE_Y;
+ templ.swizzle_b = PIPE_SWIZZLE_Z;
+ templ.swizzle_a = PIPE_SWIZZLE_W;
if (layer == -1) {
templ.u.tex.first_layer = 0;
nv50_blitctx_prepare_state(blit);
- nv50_state_validate(nv50, ~0);
+ nv50_state_validate_3d(nv50, ~0);
x_range = (float)info->src.box.width / (float)info->dst.box.width;
y_range = (float)info->src.box.height / (float)info->dst.box.height;