*/
struct gl_texture_image
{
- struct gl_texture_object *TexObject; /**< Pointer back to parent object */
-
- GLenum16 InternalFormat; /**< Internal format as given by the user */
+ GLint InternalFormat; /**< Internal format as given by the user */
GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
- * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
- * GL_INTENSITY, GL_DEPTH_COMPONENT or
- * GL_DEPTH_STENCIL_EXT only. Used for
- * choosing TexEnv arithmetic.
- */
- mesa_format TexFormat:16; /**< The actual texture memory format */
-
- GLushort Width; /**< = 2^WidthLog2 + 2*Border */
- GLushort Height; /**< = 2^HeightLog2 + 2*Border */
- GLushort Depth; /**< = 2^DepthLog2 + 2*Border */
- GLushort Width2; /**< = Width - 2*Border */
- GLushort Height2; /**< = Height - 2*Border */
- GLushort Depth2; /**< = Depth - 2*Border */
- GLubyte WidthLog2; /**< = log2(Width2) */
- GLubyte HeightLog2; /**< = log2(Height2) */
- GLubyte DepthLog2; /**< = log2(Depth2) */
- GLubyte Border; /**< 0 or 1 */
- GLubyte MaxNumLevels; /**< = maximum possible number of mipmap
+ * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
+ * GL_INTENSITY, GL_DEPTH_COMPONENT or
+ * GL_DEPTH_STENCIL_EXT only. Used for
+ * choosing TexEnv arithmetic.
+ */
+ mesa_format TexFormat; /**< The actual texture memory format */
+
+ GLuint Border; /**< 0 or 1 */
+ GLuint Width; /**< = 2^WidthLog2 + 2*Border */
+ GLuint Height; /**< = 2^HeightLog2 + 2*Border */
+ GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
+ GLuint Width2; /**< = Width - 2*Border */
+ GLuint Height2; /**< = Height - 2*Border */
+ GLuint Depth2; /**< = Depth - 2*Border */
+ GLuint WidthLog2; /**< = log2(Width2) */
+ GLuint HeightLog2; /**< = log2(Height2) */
+ GLuint DepthLog2; /**< = log2(Depth2) */
+ GLuint MaxNumLevels; /**< = maximum possible number of mipmap
levels, computed from the dimensions */
- GLubyte Level; /**< Which mipmap level am I? */
+ struct gl_texture_object *TexObject; /**< Pointer back to parent object */
+ GLuint Level; /**< Which mipmap level am I? */
/** Cube map face: index into gl_texture_object::Image[] array */
- GLubyte Face;
+ GLuint Face;
/** GL_ARB_texture_multisample */
- GLubyte NumSamples; /**< Sample count, or 0 for non-multisample */
+ GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
};