* The hardware has a fixed layout of a texture depending on parameters such
* as the target/type (2D, 3D, CUBE), width, height, pitch, and number of
* mipmap levels. The individual level/layer slices are each 2D rectangles of
- * pixels at some x/y offset from the start of the drm_bacon_bo.
+ * pixels at some x/y offset from the start of the brw_bo.
*
* Original OpenGL allowed texture miplevels to be specified in arbitrary
* order, and a texture may change size over time. Thus, each
* @see RENDER_SURFACE_STATE.AuxiliarySurfaceBaseAddress
* @see 3DSTATE_HIER_DEPTH_BUFFER.AuxiliarySurfaceBaseAddress
*/
- drm_bacon_bo *bo;
+ struct brw_bo *bo;
/**
* Offset into bo where the surface starts.
* @see 3DSTATE_HIER_DEPTH_BUFFER.SurfaceBaseAddress
* @see 3DSTATE_STENCIL_BUFFER.SurfaceBaseAddress
*/
- drm_bacon_bo *bo;
+ struct brw_bo *bo;
/**
* Pitch in bytes.
struct intel_mipmap_tree *
intel_miptree_create_for_bo(struct brw_context *brw,
- drm_bacon_bo *bo,
+ struct brw_bo *bo,
mesa_format format,
uint32_t offset,
uint32_t width,
void
intel_update_winsys_renderbuffer_miptree(struct brw_context *intel,
struct intel_renderbuffer *irb,
- drm_bacon_bo *bo,
+ struct brw_bo *bo,
uint32_t width, uint32_t height,
uint32_t pitch);