uint32_t depth = prsc->depth0;
for (level = 0; level <= prsc->last_level; level++) {
- struct fd_resource_slice *slice = fd_resource_slice(rsc, level);
+ struct fdl_slice *slice = fd_resource_slice(rsc, level);
uint32_t blocks;
- if (rsc->tile_mode) {
+ if (rsc->layout.tile_mode) {
if (prsc->target != PIPE_TEXTURE_CUBE) {
if (level == 0) {
width = util_next_power_of_two(width);
*/
if (prsc->target == PIPE_TEXTURE_3D && (
level == 1 ||
- (level > 1 && rsc->slices[level - 1].size0 > 0xf000)))
- slice->size0 = align(blocks * rsc->cpp, alignment);
+ (level > 1 && fd_resource_slice(rsc, level - 1)->size0 > 0xf000)))
+ slice->size0 = align(blocks * rsc->layout.cpp, alignment);
else if (level == 0 || alignment == 1)
- slice->size0 = align(blocks * rsc->cpp, alignment);
+ slice->size0 = align(blocks * rsc->layout.cpp, alignment);
else
- slice->size0 = rsc->slices[level - 1].size0;
+ slice->size0 = fd_resource_slice(rsc, level - 1)->size0;
size += slice->size0 * depth * prsc->array_size;