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authorBrian Paul <[email protected]>2010-04-29 15:32:36 -0600
committerBrian Paul <[email protected]>2010-04-30 12:33:40 -0600
commite648d4a1d1c0c5f70916e38366b863f0bec79a62 (patch)
treebb0471dbdd4a69594d62fb715641eb3f91f77f5d /src/mesa/state_tracker/st_texture.h
parente9bf09a98a624e594bdea2503326bb693b8cf9b8 (diff)
st/mesa: ignore gl_texture_object::BaseLevel when allocating gallium textures
Previously, when we created a gallium texture for a corresponding Mesa texture we'd only allocate space for mipmap levels >= BaseLevel. This patch undoes that mechanism. This fixes a render-to-texture bug when rendering to level 0 when BaseLevel=1. Also, it makes sense to allocate the whole texture object memory when BaseLevel > 0 since a common use of GL_TEXTURE_BASE_LEVEL is to progressively load/render mipmaps. Eventually, the app almost always fills in the level=0 mipmap image. Finally, the texture image code is bit easier to understand now.
Diffstat (limited to 'src/mesa/state_tracker/st_texture.h')
-rw-r--r--src/mesa/state_tracker/st_texture.h12
1 files changed, 9 insertions, 3 deletions
diff --git a/src/mesa/state_tracker/st_texture.h b/src/mesa/state_tracker/st_texture.h
index d0298817ded..447f091db1f 100644
--- a/src/mesa/state_tracker/st_texture.h
+++ b/src/mesa/state_tracker/st_texture.h
@@ -38,6 +38,9 @@
struct pipe_resource;
+/**
+ * Subclass of gl_texure_image.
+ */
struct st_texture_image
{
struct gl_texture_image base;
@@ -57,7 +60,9 @@ struct st_texture_image
};
-
+/**
+ * Subclass of gl_texure_object.
+ */
struct st_texture_object
{
struct gl_texture_object base; /* The "parent" object */
@@ -66,6 +71,9 @@ struct st_texture_object
*/
GLuint lastLevel;
+ /** The size of the level=0 mipmap image */
+ GLuint width0, height0, depth0;
+
/* On validation any active images held in main memory or in other
* textures will be copied to this texture and the old storage freed.
*/
@@ -76,8 +84,6 @@ struct st_texture_object
*/
struct pipe_sampler_view *sampler_view;
- GLboolean teximage_realloc;
-
/* True if there is/was a surface bound to this texture object. It helps
* track whether the texture object is surface based or not.
*/