#include "vbo/vbo.h"
#include "shader/shader_api.h"
#include "glapi/glapi.h"
+#include "st_context.h"
#include "st_public.h"
#include "st_debug.h"
-#include "st_context.h"
#include "st_cb_accum.h"
#include "st_cb_bitmap.h"
#include "st_cb_blit.h"
st_destroy_drawtex(st);
#endif
- for (i = 0; i < Elements(st->state.sampler_texture); i++) {
- pipe_texture_reference(&st->state.sampler_texture[i], NULL);
+ for (i = 0; i < Elements(st->state.sampler_views); i++) {
+ pipe_sampler_view_reference(&st->state.sampler_views[i], NULL);
}
for (i = 0; i < Elements(st->state.constants); i++) {
GLboolean
st_make_current(struct st_context *st,
struct st_framebuffer *draw,
- struct st_framebuffer *read)
+ struct st_framebuffer *read,
+ void *winsys_drawable_handle )
{
/* Call this periodically to detect when the user has begun using
* GL rendering from multiple threads.
_glapi_check_multithread();
if (st) {
- if (!_mesa_make_current(st->ctx, &draw->Base, &read->Base))
+ if (!_mesa_make_current(st->ctx, &draw->Base, &read->Base)) {
+ st->pipe->priv = NULL;
return GL_FALSE;
+ }
_mesa_check_init_viewport(st->ctx, draw->InitWidth, draw->InitHeight);
+ st->winsys_drawable_handle = winsys_drawable_handle;
return GL_TRUE;
}