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authorEric Anholt <eric@anholt.net>2011-01-05 16:02:42 -0800
committerEric Anholt <eric@anholt.net>2011-01-05 16:11:30 -0800
commit1b18b45d79e065e4e05a1e89e9d756d96258ded5 (patch)
tree88cfc84a1b9c2cbc6d627ffe96f1e1985be7de1a /src/mesa/drivers/dri/i965/brw_fallback.c
parent9b7f57b18eff3959a525297f068697ac03a75840 (diff)
intel: Clarify first_level/last_level vs baselevel/maxlevel by deletion.
This has always been ugly about our texture code -- object base/max level vs intel object first/last level vs image level vs miptree first/last level. We now get rid of intelObj->first_level which is just tObj->BaseLevel, and make intelObj->_MaxLevel clearly based off of tObj->_MaxLevel instead of duplicating its code (incorrectly, as image->MaxLog2 only considers width/height and not depth!)
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_fallback.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_fallback.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fallback.c b/src/mesa/drivers/dri/i965/brw_fallback.c
index 6796fb208d..7262cf6958 100644
--- a/src/mesa/drivers/dri/i965/brw_fallback.c
+++ b/src/mesa/drivers/dri/i965/brw_fallback.c
@@ -63,8 +63,8 @@ static GLboolean do_check_fallback(struct brw_context *brw)
for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
if (texUnit->_ReallyEnabled) {
- struct intel_texture_object *intelObj = intel_texture_object(texUnit->_Current);
- struct gl_texture_image *texImage = intelObj->base.Image[0][intelObj->firstLevel];
+ struct gl_texture_object *tex_obj = texUnit->_Current;
+ struct gl_texture_image *texImage = tex_obj->Image[0][tex_obj->BaseLevel];
if (texImage->Border) {
DBG("FALLBACK: texture border\n");
return GL_TRUE;