st->clear.vs = NULL;
}
if (st->clear.vbuf) {
- pipe_buffer_reference(&st->clear.vbuf, NULL);
+ pipe_resource_reference(&st->clear.vbuf, NULL);
st->clear.vbuf = NULL;
}
}
GLuint i;
if (st->clear.vbuf_slot >= max_slots) {
- pipe_buffer_reference(&st->clear.vbuf, NULL);
+ pipe_resource_reference(&st->clear.vbuf, NULL);
st->clear.vbuf_slot = 0;
}
if (!st->clear.vbuf) {
- st->clear.vbuf = pipe_buffer_create(pipe->screen, 32,
- PIPE_BUFFER_USAGE_VERTEX,
+ st->clear.vbuf = pipe_buffer_create(pipe->screen,
+ PIPE_BIND_VERTEX_BUFFER,
max_slots * sizeof(st->clear.vertices));
}
/* Release vertex buffer to avoid synchronous rendering if we were
* to map it in the next frame.
*/
- pipe_buffer_reference(&st->clear.vbuf, NULL);
+ pipe_resource_reference(&st->clear.vbuf, NULL);
st->clear.vbuf_slot = 0;
}