/** Describes the current hardware vertex layout */
struct vertex_info vertex_info;
-
+
unsigned id; /* track lost context events */
};
unsigned maxlod;
};
+struct i915_velems_state {
+ unsigned count;
+ struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS];
+};
+
+#define I915_MAX_TEXTURE_2D_LEVELS 11 /* max 1024x1024 */
+#define I915_MAX_TEXTURE_3D_LEVELS 8 /* max 128x128x128 */
+
struct i915_texture {
struct pipe_texture base;
unsigned sw_tiled; /**< tiled with software flags */
unsigned hw_tiled; /**< tiled with hardware fences */
- unsigned nr_images[PIPE_MAX_TEXTURE_LEVELS];
+ unsigned nr_images[I915_MAX_TEXTURE_2D_LEVELS];
/* Explicitly store the offset of each image for each cube face or
* depth value. Pretty much have to accept that hardware formats
* compute the offsets of depth/cube images within a mipmap level,
* so have to store them as a lookup table:
*/
- unsigned *image_offset[PIPE_MAX_TEXTURE_LEVELS]; /**< array [depth] of offsets */
+ unsigned *image_offset[I915_MAX_TEXTURE_2D_LEVELS]; /**< array [depth] of offsets */
/* The data is held here:
*/
unsigned num_samplers;
unsigned num_fragment_sampler_views;
- unsigned num_vertex_elements;
unsigned num_vertex_buffers;
struct intel_batchbuffer *batch;