util_blitter_save_depth_stencil_alpha(r300->blitter, r300->dsa_state.state);
util_blitter_save_stencil_ref(r300->blitter, &(r300->stencil_ref));
util_blitter_save_rasterizer(r300->blitter, r300->rs_state.state);
- util_blitter_save_fragment_shader(r300->blitter, r300->fs);
+ util_blitter_save_fragment_shader(r300->blitter, r300->fs.state);
util_blitter_save_vertex_shader(r300->blitter, r300->vs_state.state);
util_blitter_save_viewport(r300->blitter, &r300->viewport);
util_blitter_save_clip(r300->blitter, &r300->clip);
util_blitter_save_framebuffer(r300->blitter, r300->fb_state.state);
util_blitter_save_fragment_sampler_states(
- r300->blitter, state->sampler_count, (void**)state->sampler_states);
+ r300->blitter, state->sampler_state_count,
+ (void**)state->sampler_states);
util_blitter_save_fragment_sampler_views(
- r300->blitter, state->texture_count,
- state->fragment_sampler_views);
+ r300->blitter, state->sampler_view_count,
+ (struct pipe_sampler_view**)state->sampler_views);
/* Do a copy */
util_blitter_copy(r300->blitter,
if (!pipe->screen->is_format_supported(pipe->screen,
old_format, src->texture->target,
- PIPE_TEXTURE_USAGE_RENDER_TARGET |
- PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
+ PIPE_BIND_RENDER_TARGET |
+ PIPE_BIND_SAMPLER_VIEW, 0)) {
switch (util_format_get_blocksize(old_format)) {
case 1:
new_format = PIPE_FORMAT_I8_UNORM;