[g3dvl] move z-coord generation for multiple render targets into vertex shader
[mesa.git] / src / mesa / drivers / dri / intel / intel_buffer_objects.h
index 8164407f07954ca382962f8713ee98258008247b..b15c1921061c19c4936ad7082848fe5194943257 100644 (file)
@@ -41,22 +41,28 @@ struct gl_buffer_object;
 struct intel_buffer_object
 {
    struct gl_buffer_object Base;
-   dri_bo *buffer;     /* the low-level buffer manager's buffer handle */
+   drm_intel_bo *buffer;     /* the low-level buffer manager's buffer handle */
    /** System memory buffer data, if not using a BO to store the data. */
    void *sys_buffer;
 
    struct intel_region *region; /* Is there a zero-copy texture
                                    associated with this (pixel)
                                    buffer object? */
+
+   drm_intel_bo *range_map_bo;
+   void *range_map_buffer;
+   unsigned int range_map_offset;
+   GLsizei range_map_size;
+
    GLboolean mapped_gtt;
 };
 
 
 /* Get the bm buffer associated with a GL bufferobject:
  */
-dri_bo *intel_bufferobj_buffer(struct intel_context *intel,
-                              struct intel_buffer_object
-                              *obj, GLuint flag);
+drm_intel_bo *intel_bufferobj_buffer(struct intel_context *intel,
+                                    struct intel_buffer_object *obj,
+                                    GLuint flag);
 
 /* Hook the bufferobject implementation into mesa: 
  */