__FUNCTION__, src_pitch, dstPitch);
if (src_pitch == dstPitch) {
- memcpy( region.address, tex, lines * src_pitch );
+ memcpy( region.address + region.start, tex, lines * src_pitch );
}
else {
- char *buf = region.address;
+ char *buf = region.address + region.start;
int i;
for (i = 0 ; i < lines ; i++) {
memcpy( buf, tex, src_pitch );
GLuint offset;
GLint imageWidth, imageHeight;
GLint ret;
- drmRadeonTexture tex;
- drmRadeonTexImage tmp;
+ drm_radeon_texture_t tex;
+ drm_radeon_tex_image_t tmp;
const int level = hwlevel + t->base.firstLevel;
if ( RADEON_DEBUG & DEBUG_TEXTURE ) {
t->image[face][hwlevel].data = texImage->Data;
- /* Init the DRM_RADEON_TEXTURE command / drmRadeonTexture struct.
+ /* Init the DRM_RADEON_TEXTURE command / drm_radeon_texture_t struct.
* NOTE: we're always use a 1KB-wide blit and I8 texture format.
* We used to use 1, 2 and 4-byte texels and used to use the texture
* width to dictate the blit width - but that won't work for compressed
tex.image = &tmp;
/* copy (x,y,width,height,data) */
- memcpy( &tmp, &t->image[face][hwlevel], sizeof(drmRadeonTexImage) );
+ memcpy( &tmp, &t->image[face][hwlevel], sizeof(drm_radeon_tex_image_t) );
LOCK_HARDWARE( rmesa );
do {
ret = drmCommandWriteRead( rmesa->dri.fd, DRM_RADEON_TEXTURE,
- &tex, sizeof(drmRadeonTexture) );
+ &tex, sizeof(drm_radeon_texture_t) );
} while ( ret && errno == EAGAIN );
UNLOCK_HARDWARE( rmesa );