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authorEric Anholt <eric@anholt.net>2011-01-05 17:02:08 -0800
committerEric Anholt <eric@anholt.net>2011-01-05 18:23:54 -0800
commit7ce6517f3ac41bf770ab39aba4509d4f535ef663 (patch)
tree3563dc5da10a71f71981a0ceb5fdbd00b37a1f79 /src/mesa/drivers/dri/i965/brw_tex_layout.c
parent01b70c06284f3a0ab2de61228b73c78ed00a1a14 (diff)
intel: Always allocate miptrees from level 0, not tObj->BaseLevel.
BaseLevel/MaxLevel are mostly used for two things: clamping texture access for FBO rendering, and limiting the used mipmap levels when incrementally loading textures. By restricting our mipmap trees to just the current BaseLevel/MaxLevel, we caused reallocation thrashing in the common case, for a theoretical win if someone really did want just levels 2..4 or whatever of their texture object. Bug #30366
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_tex_layout.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_tex_layout.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_tex_layout.c b/src/mesa/drivers/dri/i965/brw_tex_layout.c
index 9ac0713a1d..66adc49cc9 100644
--- a/src/mesa/drivers/dri/i965/brw_tex_layout.c
+++ b/src/mesa/drivers/dri/i965/brw_tex_layout.c
@@ -67,7 +67,7 @@ GLboolean brw_miptree_layout(struct intel_context *intel,
i945_miptree_layout_2d(intel, mt, tiling, 6);
- for (level = mt->first_level; level <= mt->last_level; level++) {
+ for (level = 0; level < mt->levels; level++) {
for (q = 0; q < 6; q++) {
intel_miptree_set_image_offset(mt, level, q, 0, q * qpitch);
}
@@ -101,7 +101,7 @@ GLboolean brw_miptree_layout(struct intel_context *intel,
pack_x_pitch = width;
pack_x_nr = 1;
- for (level = mt->first_level ; level <= mt->last_level ; level++) {
+ for (level = 0; level < mt->levels; level++) {
GLuint nr_images = mt->target == GL_TEXTURE_3D ? depth : 6;
GLint x = 0;
GLint y = 0;