/* Pair the resource with the CMASK to avoid other resources
* accessing it. */
if (!r300->screen->cmask_resource) {
- pipe_mutex_lock(r300->screen->cmask_mutex);
+ mtx_lock(&r300->screen->cmask_mutex);
/* Double checking (first unlocked, then locked). */
if (!r300->screen->cmask_resource) {
/* Don't reference this, so that the texture can be
* Then in texture_destroy, we set cmask_resource to NULL. */
r300->screen->cmask_resource = fb->cbufs[0]->texture;
}
- pipe_mutex_unlock(r300->screen->cmask_mutex);
+ mtx_unlock(&r300->screen->cmask_mutex);
}
if (r300->screen->cmask_resource == fb->cbufs[0]->texture) {
/* Reserve CS space. */
if (!r300->rws->cs_check_space(r300->cs, dwords)) {
- r300_flush(&r300->context, RADEON_FLUSH_ASYNC, NULL);
+ r300_flush(&r300->context, PIPE_FLUSH_ASYNC, NULL);
}
/* Emit clear packets. */
* colorbuffers. */
util_blitter_default_dst_texture(&dst_templ, dst, dst_level, dstz);
- util_blitter_default_src_texture(&src_templ, src, src_level);
+ util_blitter_default_src_texture(r300->blitter, &src_templ, src, src_level);
layout = util_format_description(dst_templ.format)->layout;