ps->nblocksx = pt->nblocksx[level];
ps->nblocksy = pt->nblocksy[level];
ps->stride = nv04mt->level[level].pitch;
+ ps->refcount = 1;
+ ps->winsys = pscreen->winsys;
if (pt->target == PIPE_TEXTURE_CUBE) {
ps->offset = nv04mt->level[level].image_offset[face];
ps->nblocksx = pt->nblocksx[level];
ps->nblocksy = pt->nblocksy[level];
ps->stride = nv10mt->level[level].pitch;
+ ps->refcount = 1;
+ ps->winsys = screen->winsys;
if (pt->target == PIPE_TEXTURE_CUBE) {
ps->offset = nv10mt->level[level].image_offset[face];
ps->stride = nv20mt->level[level].pitch;
ps->usage = flags;
ps->status = PIPE_SURFACE_STATUS_DEFINED;
+ ps->refcount = 1;
+ ps->winsys = screen->winsys;
if (pt->target == PIPE_TEXTURE_CUBE) {
ps->offset = nv20mt->level[level].image_offset[face];
ps->stride = nv30mt->level[level].pitch;
ps->usage = flags;
ps->status = PIPE_SURFACE_STATUS_DEFINED;
+ ps->refcount = 1;
+ ps->winsys = pscreen->winsys;
if (pt->target == PIPE_TEXTURE_CUBE) {
ps->offset = nv30mt->level[level].image_offset[face];