templat.last_level = 0;
templat.depth[0] = 1;
templat.format = PIPE_FORMAT_A8R8G8B8_UNORM;
- templat.cpp = intelScreen->front.cpp;
templat.width[0] = intelScreen->front.width;
templat.height[0] = intelScreen->front.height;
- pitch = intelScreen->front.pitch / intelScreen->front.cpp;
+ pf_get_block(templat.format, &templat.block);
+ pitch = intelScreen->front.pitch;
texture = screen->texture_blanket(screen,
&templat,
uint8_t depth_bits_array[3];
uint8_t stencil_bits_array[3];
+ uint8_t msaa_samples_array[1];
depth_bits_array[0] = 0;
depth_bits_array[1] = depth_bits;
depth_bits_array[2] = depth_bits;
+ msaa_samples_array[0] = 0;
/* Just like with the accumulation buffer, always provide some modes
* with a stencil buffer. It will be a sw fallback, but some apps won't
if (!driFillInModes(&m, fb_format, fb_type,
depth_bits_array, stencil_bits_array,
depth_buffer_factor, back_buffer_modes,
- back_buffer_factor, GLX_TRUE_COLOR)) {
+ back_buffer_factor, msaa_samples_array, 1, GLX_TRUE_COLOR)) {
fprintf(stderr, "[%s:%u] Error creating FBConfig!\n", __func__,
__LINE__);
return NULL;
if (!driFillInModes(&m, fb_format, fb_type,
depth_bits_array, stencil_bits_array,
depth_buffer_factor, back_buffer_modes,
- back_buffer_factor, GLX_DIRECT_COLOR)) {
+ back_buffer_factor, msaa_samples_array, 1, GLX_DIRECT_COLOR)) {
fprintf(stderr, "[%s:%u] Error creating FBConfig!\n", __func__,
__LINE__);
return NULL;