<div dir="ltr">On Thu, Feb 8, 2018 at 6:18 PM, Marek Olšák <span dir="ltr"><<a href="mailto:maraeo@gmail.com" target="_blank">maraeo@gmail.com</a>></span> wrote:<br><div class="gmail_extra"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">From: Marek Olšák <<a href="mailto:marek.olsak@amd.com">marek.olsak@amd.com</a>><br>
<br>
80 -> 40 bytes.<br>
---<br>
src/mesa/main/mtypes.h | 47 ++++++++++++++++++++++++------<wbr>-----------------<br>
1 file changed, 24 insertions(+), 23 deletions(-)<br>
<br>
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h<br>
index a589bd4..b619d5c 100644<br>
--- a/src/mesa/main/mtypes.h<br>
+++ b/src/mesa/main/mtypes.h<br>
@@ -958,49 +958,50 @@ typedef enum<br>
#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)<br>
/*@}*/<br>
<br>
<br>
/**<br>
* Texture image state. Drivers will typically create a subclass of this<br>
* with extra fields for memory buffers, etc.<br>
*/<br>
struct gl_texture_image<br>
{<br>
- GLint InternalFormat; /**< Internal format as given by the user */<br>
+ struct gl_texture_object *TexObject; /**< Pointer back to parent object */<br>
+<br>
+ GLenum16 InternalFormat; /**< Internal format as given by the user */<br>
GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,<br>
- * GL_LUMINANCE, GL_LUMINANCE_ALPHA,<br>
- * GL_INTENSITY, GL_DEPTH_COMPONENT or<br>
- * GL_DEPTH_STENCIL_EXT only. Used for<br>
- * choosing TexEnv arithmetic.<br>
- */<br>
- mesa_format TexFormat; /**< The actual texture memory format */<br>
-<br>
- GLuint Border; /**< 0 or 1 */<br>
- GLuint Width; /**< = 2^WidthLog2 + 2*Border */<br>
- GLuint Height; /**< = 2^HeightLog2 + 2*Border */<br>
- GLuint Depth; /**< = 2^DepthLog2 + 2*Border */<br>
- GLuint Width2; /**< = Width - 2*Border */<br>
- GLuint Height2; /**< = Height - 2*Border */<br>
- GLuint Depth2; /**< = Depth - 2*Border */<br>
- GLuint WidthLog2; /**< = log2(Width2) */<br>
- GLuint HeightLog2; /**< = log2(Height2) */<br>
- GLuint DepthLog2; /**< = log2(Depth2) */<br>
- GLuint MaxNumLevels; /**< = maximum possible number of mipmap<br>
+ * GL_LUMINANCE, GL_LUMINANCE_ALPHA,<br>
+ * GL_INTENSITY, GL_DEPTH_COMPONENT or<br>
+ * GL_DEPTH_STENCIL_EXT only. Used for<br>
+ * choosing TexEnv arithmetic.<br>
+ */<br>
+ mesa_format TexFormat:16; /**< The actual texture memory format */<br>
+<br>
+ GLushort Width; /**< = 2^WidthLog2 + 2*Border */<br></blockquote><div><br></div><div>I don't have time to look right now, but as with pipe_resource::width0, does this have to stay GLuint for buffer objects?<br><br></div><div>-Brian<br> <br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
+ GLushort Height; /**< = 2^HeightLog2 + 2*Border */<br>
+ GLushort Depth; /**< = 2^DepthLog2 + 2*Border */<br>
+ GLushort Width2; /**< = Width - 2*Border */<br>
+ GLushort Height2; /**< = Height - 2*Border */<br>
+ GLushort Depth2; /**< = Depth - 2*Border */<br>
+ GLubyte WidthLog2; /**< = log2(Width2) */<br>
+ GLubyte HeightLog2; /**< = log2(Height2) */<br>
+ GLubyte DepthLog2; /**< = log2(Depth2) */<br>
+ GLubyte Border; /**< 0 or 1 */<br>
+ GLubyte MaxNumLevels; /**< = maximum possible number of mipmap<br>
levels, computed from the dimensions */<br>
<br>
- struct gl_texture_object *TexObject; /**< Pointer back to parent object */<br>
- GLuint Level; /**< Which mipmap level am I? */<br>
+ GLubyte Level; /**< Which mipmap level am I? */<br>
/** Cube map face: index into gl_texture_object::Image[] array */<br>
- GLuint Face;<br>
+ GLubyte Face;<br>
<br>
/** GL_ARB_texture_multisample */<br>
- GLuint NumSamples; /**< Sample count, or 0 for non-multisample */<br>
+ GLubyte NumSamples; /**< Sample count, or 0 for non-multisample */<br>
GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */<br>
};<br>
<br>
<br>
/**<br>
* Indexes for cube map faces.<br>
*/<br>
typedef enum<br>
{<br>
FACE_POS_X = 0,<br>
<span class="HOEnZb"><font color="#888888">--<br>
2.7.4<br>
<br>
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