get_tex_format(struct gl_texture_image *ti)
{
switch (ti->TexFormat) {
- case MESA_FORMAT_A8:
- case MESA_FORMAT_L8:
- case MESA_FORMAT_I8:
+ case MESA_FORMAT_A_UNORM8:
+ case MESA_FORMAT_L_UNORM8:
+ case MESA_FORMAT_I_UNORM8:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_Y8;
- case MESA_FORMAT_ARGB1555:
+ case MESA_FORMAT_B5G5R5A1_UNORM:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A1R5G5B5;
- case MESA_FORMAT_ARGB4444:
+ case MESA_FORMAT_B4G4R4A4_UNORM:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A4R4G4B4;
- case MESA_FORMAT_RGB565:
+ case MESA_FORMAT_B5G6R5_UNORM:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_R5G6B5;
case MESA_FORMAT_B8G8R8A8_UNORM:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8;
struct nouveau_surface *s;
uint32_t format = 0xa0, filter = 0x1010;
- if (ctx->Texture.Unit[i]._ReallyEnabled) {
+ if (ctx->Texture.Unit[i]._Current) {
struct gl_texture_object *t = ctx->Texture.Unit[i]._Current;
struct gl_texture_image *ti = t->Image[0][t->BaseLevel];
const struct gl_sampler_object *sa = _mesa_get_samplerobj(ctx, i);