const uint texSize = 256; /* simple, and usually perfect */
/* find an RGBA texture format */
- format = st_choose_format(pipe, GL_RGBA, PIPE_TEXTURE_2D, PIPE_TEXTURE_USAGE_SAMPLER);
+ format = st_choose_format(pipe->screen, GL_RGBA,
+ PIPE_TEXTURE_2D, PIPE_TEXTURE_USAGE_SAMPLER);
/* create texture for color map/table */
pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, format, 0,
const GLuint gSize = ctx->PixelMaps.GtoG.Size;
const GLuint bSize = ctx->PixelMaps.BtoB.Size;
const GLuint aSize = ctx->PixelMaps.AtoA.Size;
- const uint texSize = pt->width[0];
+ const uint texSize = pt->width0;
uint *dest;
uint i, j;