[g3dvl] move z-coord generation for multiple render targets into vertex shader
[mesa.git] / src / mesa / drivers / dri / intel / intel_batchbuffer.h
index e5ad2617ab99b4166a66b76f5a91c5fd51ade371..428c027c2f1ed3c2770119866fbd76c390958909 100644 (file)
@@ -15,14 +15,13 @@ struct intel_batchbuffer
 {
    struct intel_context *intel;
 
-   dri_bo *buf;
-
-   GLubyte *buffer;
+   drm_intel_bo *buf;
 
    GLubyte *map;
    GLubyte *ptr;
 
    GLuint size;
+   uint32_t state_batch_offset;
 
 #ifdef DEBUG
    /** Tracking of BEGIN_BATCH()/OUT_BATCH()/ADVANCE_BATCH() debugging */
@@ -62,7 +61,7 @@ void intel_batchbuffer_release_space(struct intel_batchbuffer *batch,
                                      GLuint bytes);
 
 GLboolean intel_batchbuffer_emit_reloc(struct intel_batchbuffer *batch,
-                                       dri_bo *buffer,
+                                       drm_intel_bo *buffer,
                                       uint32_t read_domains,
                                       uint32_t write_domain,
                                       uint32_t offset);
@@ -92,7 +91,8 @@ static INLINE uint32_t float_as_int(float f)
 static INLINE GLint
 intel_batchbuffer_space(struct intel_batchbuffer *batch)
 {
-   return (batch->size - batch->reserved_space) - (batch->ptr - batch->map);
+   return (batch->state_batch_offset - batch->reserved_space) -
+      (batch->ptr - batch->map);
 }