This is the last pitch-dependent part of miptree setup.
mt->level[level].width = w;
mt->level[level].height = h;
mt->level[level].depth = d;
- mt->level[level].level_offset = (x + y * mt->pitch) * mt->cpp;
mt->level[level].level_x = x;
mt->level[level].level_y = y;
mt->level[level].nr_images = nr_images;
- DBG("%s level %d size: %d,%d,%d offset %d,%d (0x%x)\n", __FUNCTION__,
- level, w, h, d, x, y, mt->level[level].level_offset);
+ DBG("%s level %d size: %d,%d,%d offset %d,%d\n", __FUNCTION__,
+ level, w, h, d, x, y);
assert(nr_images);
assert(!mt->level[level].x_offset);
*/
struct intel_mipmap_level
{
- /**
- * Byte offset to the base of this level.
- *
- * This is used for mipmap levels of 1D/2D/3D textures. However, CUBE
- * layouts spread images around the whole tree, so the level offset is
- * always zero in that case.
- */
- GLuint level_offset;
/** Offset to this miptree level, used in computing x_offset. */
GLuint level_x;
/** Offset to this miptree level, used in computing y_offset. */
/** Number of images at this level: 1 for 1D/2D, 6 for CUBE, depth for 3D */
GLuint nr_images;
- /**
- * Byte offset from level_offset to the image for each cube face or depth
+ /** @{
+ * offsets from level_[xy] to the image for each cube face or depth
* level.
*
* Pretty much have to accept that hardware formats
* so have to store them as a lookup table.
*/
GLuint *x_offset, *y_offset;
+ /** @} */
};
struct intel_mipmap_tree