#include "pipe/p_screen.h"
#include "pipe/p_context.h"
-#include "pipe/p_inlines.h"
#include "util/u_pack_color.h"
GLuint i;
for (i = 0; i < 16; i++) {
const int row = i % 4, col = i / 4;
- const float val = (row == col);
+ const float val = (GLfloat)(row == col);
if (m[i] != val)
return GL_FALSE;
}
const uint texSize = 256; /* simple, and usually perfect */
/* find an RGBA texture format */
- format = st_choose_format(pipe, GL_RGBA, PIPE_TEXTURE);
+ format = st_choose_format(pipe, 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,
{
struct pipe_context *pipe = ctx->st->pipe;
struct pipe_screen *screen = pipe->screen;
- struct pipe_surface *surface;
+ struct pipe_transfer *transfer;
const GLuint rSize = ctx->PixelMaps.RtoR.Size;
const GLuint gSize = ctx->PixelMaps.GtoG.Size;
const GLuint bSize = ctx->PixelMaps.BtoB.Size;
uint *dest;
uint i, j;
- surface = screen->get_tex_surface(screen, pt, 0, 0, 0,
- PIPE_BUFFER_USAGE_CPU_WRITE);
- dest = (uint *) screen->surface_map(screen, surface,
- PIPE_BUFFER_USAGE_CPU_WRITE);
+ transfer = screen->get_tex_transfer(screen, pt, 0, 0, 0, PIPE_TRANSFER_WRITE,
+ 0, 0, texSize, texSize);
+ dest = (uint *) screen->transfer_map(screen, transfer);
/* Pack four 1D maps into a 2D texture:
* R map is placed horizontally, indexed by S, in channel 0
}
}
- screen->surface_unmap(screen, surface);
- pipe_surface_reference(&surface, NULL);
+ screen->transfer_unmap(screen, transfer);
+ screen->tex_transfer_destroy(transfer);
}
inst[ic].TexSrcTarget = TEXTURE_2D_INDEX;
ic++;
fp->Base.InputsRead = (1 << FRAG_ATTRIB_TEX0);
- fp->Base.OutputsWritten = (1 << FRAG_RESULT_COLR);
+ fp->Base.OutputsWritten = (1 << FRAG_RESULT_COLOR);
fp->Base.SamplersUsed = 0x1; /* sampler 0 (bit 0) is used */
if (key->scaleAndBias) {
{
struct prog_instruction *last = &inst[ic - 1];
last->DstReg.File = PROGRAM_OUTPUT;
- last->DstReg.Index = FRAG_RESULT_COLR;
+ last->DstReg.Index = FRAG_RESULT_COLOR;
}
/* END; */