intelScreen->cpp,
intelScreen->front.pitch / intelScreen->cpp,
intelScreen->height,
- GL_FALSE);
+ intelScreen->front.tiled != 0); /* 0: LINEAR */
intel->back_region =
intelScreen->cpp,
intelScreen->back.pitch / intelScreen->cpp,
intelScreen->height,
- (INTEL_DEBUG & DEBUG_TILE) ? 0 : 1);
+ intelScreen->back.tiled != 0);
/* Still assuming front.cpp == depth.cpp
*
intelScreen->cpp,
intelScreen->depth.pitch / intelScreen->cpp,
intelScreen->height,
- (INTEL_DEBUG & DEBUG_TILE) ? 0 : 1);
+ intelScreen->depth.tiled != 0);
intel_bufferobj_init( intel );
intel->batch = intel_batchbuffer_alloc( intel );
intelScreen->front.pitch = sarea->pitch * intelScreen->cpp;
intelScreen->front.handle = sarea->front_handle;
intelScreen->front.size = sarea->front_size;
+ intelScreen->front.tiled = sarea->front_tiled;
intelScreen->back.offset = sarea->back_offset;
intelScreen->back.pitch = sarea->pitch * intelScreen->cpp;
intelScreen->back.handle = sarea->back_handle;
intelScreen->back.size = sarea->back_size;
-
+ intelScreen->back.tiled = sarea->back_tiled;
+
intelScreen->depth.offset = sarea->depth_offset;
intelScreen->depth.pitch = sarea->pitch * intelScreen->cpp;
intelScreen->depth.handle = sarea->depth_handle;
intelScreen->depth.size = sarea->depth_size;
+ intelScreen->depth.tiled = sarea->depth_tiled;
intelScreen->tex.offset = sarea->tex_offset;
intelScreen->logTextureGranularity = sarea->log_tex_granularity;
intelScreen->rotated.offset = sarea->rotated_offset;
intelScreen->rotated.pitch = sarea->rotated_pitch * intelScreen->cpp;
intelScreen->rotated.size = sarea->rotated_size;
+ intelScreen->rotated.tiled = sarea->rotated_tiled;
intelScreen->current_rotation = sarea->rotation;
#if 0
matrix23Rotate(&intelScreen->rotMatrix,