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authorDave Airlie <[email protected]>2017-09-03 21:17:47 +1000
committerDave Airlie <[email protected]>2017-09-06 06:13:52 +1000
commitff6123925c279af2bfcaf65bab0b12032600ad58 (patch)
tree02d9062f99053620e7012937ffd5114bad58aa28
parentef660abdd565f8389230bb006d8e21c1d0ab8360 (diff)
mesa/mtypes: repack gl_texture_object.
reduces size from 1144 to 1128. Reviewed-by: Thomas Helland <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
-rw-r--r--src/mesa/main/mtypes.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index d44897b2b05..3d68a6d7599 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -1012,7 +1012,6 @@ struct gl_texture_object
struct gl_sampler_object Sampler;
GLenum DepthMode; /**< GL_ARB_depth_texture */
- bool StencilSampling; /**< Should we sample stencil instead of depth? */
GLfloat Priority; /**< in [0,1] */
GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
@@ -1033,12 +1032,17 @@ struct gl_texture_object
GLboolean Immutable; /**< GL_ARB_texture_storage */
GLboolean _IsFloat; /**< GL_OES_float_texture */
GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
+ bool StencilSampling; /**< Should we sample stencil instead of depth? */
+ bool HandleAllocated; /**< GL_ARB_bindless_texture */
GLuint MinLevel; /**< GL_ARB_texture_view */
GLuint MinLayer; /**< GL_ARB_texture_view */
GLuint NumLevels; /**< GL_ARB_texture_view */
GLuint NumLayers; /**< GL_ARB_texture_view */
+ /** GL_EXT_memory_object */
+ GLenum TextureTiling;
+
/** Actual texture images, indexed by [cube face] and [mipmap level] */
struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
@@ -1057,13 +1061,9 @@ struct gl_texture_object
/** GL_ARB_shader_image_load_store */
GLenum ImageFormatCompatibilityType;
- /** GL_EXT_memory_object */
- GLenum TextureTiling;
-
/** GL_ARB_bindless_texture */
struct util_dynarray SamplerHandles;
struct util_dynarray ImageHandles;
- bool HandleAllocated;
};