nouveau_object_del(&nctx->hw.eng3d);
nouveau_context_deinit(ctx);
- FREE(ctx);
+ free(ctx);
}
static struct gl_context *
-nv20_context_create(struct nouveau_screen *screen, const struct gl_config *visual,
+nv20_context_create(struct nouveau_screen *screen, gl_api api,
+ const struct gl_config *visual,
struct gl_context *share_ctx)
{
struct nouveau_context *nctx;
ctx = &nctx->base;
- if (!nouveau_context_init(ctx, screen, visual, share_ctx))
+ if (!nouveau_context_init(ctx, api, screen, visual, share_ctx))
goto fail;
ctx->Extensions.ARB_texture_env_crossbar = true;
ctx->Extensions.NV_texture_rectangle = true;
if (ctx->Mesa_DXTn) {
ctx->Extensions.EXT_texture_compression_s3tc = true;
- ctx->Extensions.S3_s3tc = true;
+ ctx->Extensions.ANGLE_texture_compression_dxt = true;
}
/* GL constants. */
ctx->Const.MaxTextureCoordUnits = NV20_TEXTURE_UNITS;
- ctx->Const.MaxTextureImageUnits = NV20_TEXTURE_UNITS;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = NV20_TEXTURE_UNITS;
ctx->Const.MaxTextureUnits = NV20_TEXTURE_UNITS;
ctx->Const.MaxTextureMaxAnisotropy = 8;
ctx->Const.MaxTextureLodBias = 15;