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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/intel/intel_tex.h
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/intel/intel_tex.h')
-rw-r--r--src/mesa/drivers/dri/intel/intel_tex.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_tex.h b/src/mesa/drivers/dri/intel/intel_tex.h
index 6552ed0d33..7c76bd48c6 100644
--- a/src/mesa/drivers/dri/intel/intel_tex.h
+++ b/src/mesa/drivers/dri/intel/intel_tex.h
@@ -65,4 +65,10 @@ void intel_tex_unmap_images(struct intel_context *intel,
int intel_compressed_num_bytes(GLuint mesaFormat);
+struct intel_mipmap_tree *
+intel_miptree_create_for_teximage(struct intel_context *intel,
+ struct intel_texture_object *intelObj,
+ struct intel_texture_image *intelImage,
+ GLboolean expect_accelerated_upload);
+
#endif