{
const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT);
- struct st_context *st = ctx->st;
+ struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
const uint pFilter = ((filter == GL_NEAREST)
? PIPE_TEX_MIPFILTER_NEAREST
srcAtt->CubeMapFace,
srcAtt->TextureLevel,
srcAtt->Zoffset,
- PIPE_BUFFER_USAGE_GPU_READ);
+ PIPE_BIND_BLIT_SOURCE);
if(!srcSurf)
return;
util_blit_pixels(st->blit,
- srcSurf, st_get_stobj_sampler_view(srcObj),
+ srcSurf, st_get_texture_sampler_view(srcObj, pipe),
srcX0, srcY0, srcX1, srcY1,
dstSurf, dstX0, dstY0, dstX1, dstY1,
0.0, pFilter);
struct st_renderbuffer *dstRb =
st_renderbuffer(drawFB->_ColorDrawBuffers[0]);
struct pipe_surface *srcSurf = srcRb->surface;
- struct pipe_sampler_view *srcView = st_renderbuffer_get_sampler_view(srcRb, pipe);
+ struct pipe_sampler_view *srcView = st_get_renderbuffer_sampler_view(srcRb, pipe);
struct pipe_surface *dstSurf = dstRb->surface;
util_blit_pixels(st->blit,
if ((mask & depthStencil) == depthStencil &&
srcDepthSurf == srcStencilSurf &&
dstDepthSurf == dstStencilSurf) {
- struct pipe_sampler_view *srcView = st_renderbuffer_get_sampler_view(srcDepthRb, pipe);
+ struct pipe_sampler_view *srcView = st_get_renderbuffer_sampler_view(srcDepthRb, pipe);
/* Blitting depth and stencil values between combined
* depth/stencil buffers. This is the ideal case for such buffers.