transfer->staging_texture = NULL;
/* XXX: handle depth textures everyhwere*/
transfer->b.layer_stride = 0;
- transfer->b.data = NULL;
/* if we use staging transfers, only support textures we can render to,
* because we need that for u_blitter */
transfer->box = *box;
transfer->stride = 0;
transfer->layer_stride = 0;
- transfer->data = NULL;
if (rbuf->malloced_buffer) {
*ptransfer = transfer;
transfer->box = *box;
transfer->stride = 0;
transfer->layer_stride = 0;
- transfer->data = NULL;
assert(transfer->resource->target == PIPE_BUFFER);
assert(transfer->resource->bind & PIPE_BIND_GLOBAL);
transfer->transfer.box = *box;
transfer->transfer.stride = 0;
transfer->transfer.layer_stride = 0;
- transfer->transfer.data = NULL;
transfer->staging = NULL;
transfer->offset = 0;
transfer->staging = staging;
transfer->box = *box;
transfer->stride = 0;
transfer->layer_stride = 0;
- transfer->data = NULL;
*ptransfer = transfer;
return (uint8_t*)data + transfer->box.x;
struct pipe_box box; /**< region of the resource to access */
unsigned stride; /**< row stride in bytes */
unsigned layer_stride; /**< image/layer stride in bytes */
- void *data;
};