intel: Remove level_offset now that it's unused.
This is the last pitch-dependent part of miptree setup.
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@@ -351,13 +351,12 @@ intel_miptree_set_level_info(struct intel_mipmap_tree *mt,
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mt->level[level].width = w;
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mt->level[level].height = h;
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mt->level[level].depth = d;
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mt->level[level].level_offset = (x + y * mt->pitch) * mt->cpp;
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mt->level[level].level_x = x;
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mt->level[level].level_y = y;
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mt->level[level].nr_images = nr_images;
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DBG("%s level %d size: %d,%d,%d offset %d,%d (0x%x)\n", __FUNCTION__,
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level, w, h, d, x, y, mt->level[level].level_offset);
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DBG("%s level %d size: %d,%d,%d offset %d,%d\n", __FUNCTION__,
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level, w, h, d, x, y);
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assert(nr_images);
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assert(!mt->level[level].x_offset);
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@@ -62,14 +62,6 @@
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*/
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struct intel_mipmap_level
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{
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/**
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* Byte offset to the base of this level.
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*
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* This is used for mipmap levels of 1D/2D/3D textures. However, CUBE
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* layouts spread images around the whole tree, so the level offset is
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* always zero in that case.
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*/
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GLuint level_offset;
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/** Offset to this miptree level, used in computing x_offset. */
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GLuint level_x;
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/** Offset to this miptree level, used in computing y_offset. */
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@@ -81,8 +73,8 @@ struct intel_mipmap_level
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/** Number of images at this level: 1 for 1D/2D, 6 for CUBE, depth for 3D */
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GLuint nr_images;
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/**
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* Byte offset from level_offset to the image for each cube face or depth
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/** @{
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* offsets from level_[xy] to the image for each cube face or depth
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* level.
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*
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* Pretty much have to accept that hardware formats
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@@ -91,6 +83,7 @@ struct intel_mipmap_level
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* so have to store them as a lookup table.
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*/
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GLuint *x_offset, *y_offset;
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/** @} */
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};
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struct intel_mipmap_tree
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