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authorRoland Scheidegger <[email protected]>2014-08-01 23:22:39 +0200
committerRoland Scheidegger <[email protected]>2014-08-01 23:31:11 +0200
commit3b69347efc314c4c01e63781e4d7ffea68460442 (patch)
treefca92de7cfa46e57484adac4dc217b4f69801492 /src/hgl
parent7e7aebbbd0a811f4406fb41b13e6f7050d5a13f4 (diff)
llvmpipe: don't store number of layers per level
This could be recalculated, though it turns out the only use of it after resource allocation is for calculating whole resource size (for scene size accounting though that isn't quite ideal neither). Thus, instead just store the whole resource size and drop it (saving a couple bytes of storage per resource). It makes things simpler too. Note that for the accounting winsys resources always come back with size 0 but this is unchanged (we don't actually know the size in any case). Also reformat llvmpipe_texture_layout (drop unneded indentation). v2: adapt to previous changes. Reviewed-by: Jose Fonseca <[email protected]> Reviewed-by: Brian Paul <[email protected]>
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