* textures, removing the need to separately key the blit shaders for
* 2D and 3D variants */
- struct panfrost_transfer texture_t = panfrost_pool_alloc(pool, sizeof(struct mali_texture_descriptor) + sizeof(mali_ptr) * 2 * MAX2(image->nr_samples, 1));
+ struct panfrost_transfer texture_t = panfrost_pool_alloc(pool, MALI_MIDGARD_TEXTURE_LENGTH + sizeof(mali_ptr) * 2 * MAX2(image->nr_samples, 1));
panfrost_new_texture(texture_t.cpu,
image->width0, image->height0,
MAX2(image->nr_samples, 1), 1,
- image->format, MALI_TEX_2D,
+ image->format, MALI_TEXTURE_DIMENSION_2D,
image->modifier,
image->first_level, image->last_level,
0, 0,
(MALI_CHANNEL_RED << 0) | (MALI_CHANNEL_GREEN << 3) | (MALI_CHANNEL_BLUE << 6) | (MALI_CHANNEL_ALPHA << 9),
image->bo->gpu + image->first_layer *
panfrost_get_layer_stride(image->slices,
- image->type == MALI_TEX_3D,
+ image->dim == MALI_TEXTURE_DIMENSION_3D,
image->cubemap_stride, image->first_level),
image->slices);