static struct pipe_resource *
create_color_map_texture(GLcontext *ctx)
{
- struct pipe_context *pipe = ctx->st->pipe;
+ struct st_context *st = st_context(ctx);
+ struct pipe_context *pipe = st->pipe;
struct pipe_resource *pt;
enum pipe_format format;
const uint texSize = 256; /* simple, and usually perfect */
PIPE_TEXTURE_2D, PIPE_BIND_SAMPLER_VIEW);
/* create texture for color map/table */
- pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, format, 0,
+ pt = st_texture_create(st, PIPE_TEXTURE_2D, format, 0,
texSize, texSize, 1, PIPE_BIND_SAMPLER_VIEW);
return pt;
}
static void
load_color_map_texture(GLcontext *ctx, struct pipe_resource *pt)
{
- struct pipe_context *pipe = ctx->st->pipe;
+ struct st_context *st = st_context(ctx);
+ struct pipe_context *pipe = st->pipe;
struct pipe_transfer *transfer;
const GLuint rSize = ctx->PixelMaps.RtoR.Size;
const GLuint gSize = ctx->PixelMaps.GtoG.Size;
static struct gl_fragment_program *
get_pixel_transfer_program(GLcontext *ctx, const struct state_key *key)
{
- struct st_context *st = ctx->st;
+ struct st_context *st = st_context(ctx);
struct prog_instruction inst[MAX_INST];
struct gl_program_parameter_list *params;
struct gl_fragment_program *fp;
/* create the colormap/texture now if not already done */
if (!st->pixel_xfer.pixelmap_texture) {
st->pixel_xfer.pixelmap_texture = create_color_map_texture(ctx);
- st->pixel_xfer.pixelmap_sampler_view = st_create_texture_sampler_view(ctx->st->pipe,
- st->pixel_xfer.pixelmap_texture);
+ st->pixel_xfer.pixelmap_sampler_view =
+ st_create_texture_sampler_view(st->pipe,
+ st->pixel_xfer.pixelmap_texture);
}
/* with a little effort, we can do four pixel map look-ups with