{
struct gl_context *ctx = st->ctx;
struct pipe_context *pipe = st->pipe;
- gl_format mformat;
+ mesa_format mformat;
struct pipe_resource *pt;
enum pipe_format pipeFormat;
GLenum baseInternalFormat;
/* Choose a pixel format for the temp texture which will hold the
* image to draw.
*/
- pipeFormat = st_choose_matching_format(pipe->screen, PIPE_BIND_SAMPLER_VIEW,
+ pipeFormat = st_choose_matching_format(st, PIPE_BIND_SAMPLER_VIEW,
format, type, unpack->SwapBytes);
- if (pipeFormat != PIPE_FORMAT_NONE) {
- mformat = st_pipe_format_to_mesa_format(pipeFormat);
- baseInternalFormat = _mesa_get_format_base_format(mformat);
- }
- else {
+ if (pipeFormat == PIPE_FORMAT_NONE) {
/* Use the generic approach. */
GLenum intFormat = internal_format(ctx, format, type);
- baseInternalFormat = _mesa_base_tex_format(ctx, intFormat);
pipeFormat = st_choose_format(st, intFormat, format, type,
PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW,
FALSE);
assert(pipeFormat != PIPE_FORMAT_NONE);
- mformat = st_pipe_format_to_mesa_format(pipeFormat);
}
+ mformat = st_pipe_format_to_mesa_format(pipeFormat);
+ baseInternalFormat = _mesa_get_format_base_format(mformat);
+
pixels = _mesa_map_pbo_source(ctx, unpack, pixels);
if (!pixels)
return NULL;
*/
success = _mesa_texstore(ctx, 2, /* dims */
baseInternalFormat, /* baseInternalFormat */
- mformat, /* gl_format */
+ mformat, /* mesa_format */
transfer->stride, /* dstRowStride, bytes */
&dest, /* destSlices */
width, height, 1, /* size */
vp.scale[0] = 0.5f * w;
vp.scale[1] = -0.5f * h;
vp.scale[2] = 0.5f;
- vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * w;
vp.translate[1] = 0.5f * h;
vp.translate[2] = 0.5f;
- vp.translate[3] = 0.0f;
cso_set_viewport(cso, &vp);
}
cso_set_vertex_elements(cso, 3, st->velems_util_draw);
- cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
+ cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
/* texture state: */
cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, sv);
!ctx->Stencil.Enabled &&
!ctx->FragmentProgram.Enabled &&
!ctx->VertexProgram.Enabled &&
- !ctx->Shader.CurrentFragmentProgram &&
+ !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] &&
ctx->DrawBuffer->_NumColorDrawBuffers == 1 &&
!ctx->Query.CondRenderQuery &&
!ctx->Query.CurrentOcclusionObject) {