*/
/* $XFree86:$ */
+#include <stdlib.h>
#include "mm.h"
#include "mgacontext.h"
#include "mgatex.h"
const struct gl_texture_object * tObj )
{
mgaTextureObjectPtr t = (mgaTextureObjectPtr) tObj->DriverData;
- struct gl_texture_image *baseImage = tObj->Image[ tObj->BaseLevel ];
+ struct gl_texture_image *baseImage = tObj->Image[0][ tObj->BaseLevel ];
GLint totalSize;
GLint width, height;
GLint i;
log2Width = 0;
log2Height = 0;
} else {
- log2Width = tObj->Image[t->base.firstLevel]->WidthLog2;
- log2Height = tObj->Image[t->base.firstLevel]->HeightLog2;
+ log2Width = tObj->Image[0][t->base.firstLevel]->WidthLog2;
+ log2Height = tObj->Image[0][t->base.firstLevel]->HeightLog2;
}
- width = tObj->Image[t->base.firstLevel]->Width;
- height = tObj->Image[t->base.firstLevel]->Height;
+ width = tObj->Image[0][t->base.firstLevel]->Width;
+ height = tObj->Image[0][t->base.firstLevel]->Height;
numLevels = MIN2( t->base.lastLevel - t->base.firstLevel + 1,
MGA_IS_G200(mmesa) ? G200_TEX_MAXLEVELS : G400_TEX_MAXLEVELS);
totalSize = 0;
for ( i = 0 ; i < numLevels ; i++ ) {
const struct gl_texture_image * const texImage =
- tObj->Image[ i + t->base.firstLevel ];
+ tObj->Image[0][ i + t->base.firstLevel ];
int size;
if (texImage == NULL)
mgaContextPtr mmesa = MGA_CONTEXT(ctx);
struct gl_texture_object *tObj = ctx->Texture.Unit[0]._Current;
mgaTextureObjectPtr t = (mgaTextureObjectPtr) tObj->DriverData;
- GLenum format = tObj->Image[tObj->BaseLevel]->Format;
+ GLenum format = tObj->Image[0][tObj->BaseLevel]->Format;
if (tObj != ctx->Texture.Unit[0].Current2D &&
tObj != ctx->Texture.Unit[0].CurrentRect)
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[source];
const struct gl_texture_object *tObj = texUnit->_Current;
GLuint *reg = ((GLuint *)&mmesa->setup.tdualstage0 + unit);
- GLenum format = tObj->Image[tObj->BaseLevel]->Format;
+ GLenum format = tObj->Image[0][tObj->BaseLevel]->Format;
*reg = 0;
const struct gl_texture_object *tObj = texUnit->_Current;
GLuint *reg = ((GLuint *)&mmesa->setup.tdualstage0 + unit);
mgaTextureObjectPtr t = (mgaTextureObjectPtr) tObj->DriverData;
- GLenum format = tObj->Image[tObj->BaseLevel]->Format;
+ GLenum format = tObj->Image[0][tObj->BaseLevel]->Format;
if (tObj != ctx->Texture.Unit[source].Current2D &&
tObj != ctx->Texture.Unit[source].CurrentRect)
mgaTextureObjectPtr t = (mgaTextureObjectPtr) tObj->DriverData;
/* Fallback if there's a texture border */
- if ( tObj->Image[tObj->BaseLevel]->Border > 0 ) {
+ if ( tObj->Image[0][tObj->BaseLevel]->Border > 0 ) {
return GL_FALSE;
}