struct gl_texture_object *t = u->_Current;
struct gl_texture_image *ti = t->Image[0][t->BaseLevel];
- return ti->TexFormat == MESA_FORMAT_A8 ||
- ti->TexFormat == MESA_FORMAT_L8 ||
+ return ti->TexFormat == MESA_FORMAT_A_UNORM8 ||
+ ti->TexFormat == MESA_FORMAT_L_UNORM8 ||
u->EnvMode == GL_COMBINE ||
u->EnvMode == GL_COMBINE4_NV ||
u->EnvMode == GL_BLEND ||
struct nouveau_pushbuf *push = context_push(ctx);
struct nouveau_object *fahrenheit;
- if ((ctx->Texture.Unit[0]._ReallyEnabled &&
+ if ((ctx->Texture.Unit[0]._Current &&
texunit_needs_combiners(&ctx->Texture.Unit[0])) ||
- ctx->Texture.Unit[1]._ReallyEnabled ||
+ ctx->Texture.Unit[1]._Current ||
ctx->Stencil.Enabled ||
!(ctx->Color.ColorMask[0][RCOMP] &&
ctx->Color.ColorMask[0][GCOMP] &&
nouveau_surface_alloc(ctx, s, SWIZZLED,
NOUVEAU_BO_MAP | NOUVEAU_BO_VRAM,
- MESA_FORMAT_ARGB8888, 1, 1);
+ MESA_FORMAT_B8G8R8A8_UNORM, 1, 1);
nouveau_bo_map(s->bo, NOUVEAU_BO_WR, context_client(ctx));
*(uint32_t *)s->bo->map = 0xffffffff;
}
static struct gl_context *
-nv04_context_create(struct nouveau_screen *screen, const struct gl_config *visual,
+nv04_context_create(struct nouveau_screen *screen, gl_api api,
+ const struct gl_config *visual,
struct gl_context *share_ctx)
{
struct nv04_context *nctx;
ctx = &nctx->base.base;
hw = &nctx->base.hw;
- if (!nouveau_context_init(ctx, screen, visual, share_ctx))
+ if (!nouveau_context_init(ctx, api, screen, visual, share_ctx))
goto fail;
/* GL constants. */