* \todo Enable R300 texture tiling code?
*/
-#include "glheader.h"
-#include "imports.h"
-#include "context.h"
-#include "macros.h"
-#include "texformat.h"
-#include "teximage.h"
-#include "texobj.h"
-#include "enums.h"
+#include "main/glheader.h"
+#include "main/imports.h"
+#include "main/context.h"
+#include "main/macros.h"
+#include "main/texformat.h"
+#include "main/teximage.h"
+#include "main/texobj.h"
+#include "main/enums.h"
#include "r300_context.h"
#include "r300_state.h"
compute_tex_image_offset(tObj, face, i, &curOffset);
}
} else {
+ if (tObj->Target == GL_TEXTURE_3D)
+ t->format |= R300_TX_FORMAT_3D;
+
for (i = 0; i < numLevels; i++)
compute_tex_image_offset(tObj, 0, i, &curOffset);
}
(((tObj->Image[0][t->base.firstLevel]->Width -
1) << R300_TX_WIDTHMASK_SHIFT)
| ((tObj->Image[0][t->base.firstLevel]->Height - 1) <<
- R300_TX_HEIGHTMASK_SHIFT))
+ R300_TX_HEIGHTMASK_SHIFT)
+ | ((tObj->Image[0][t->base.firstLevel]->DepthLog2) <<
+ R300_TX_DEPTHMASK_SHIFT))
| ((numLevels - 1) << R300_TX_MAX_MIP_LEVEL_SHIFT);
t->pitch = 0;