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authorEric Anholt <[email protected]>2018-11-28 17:22:45 -0800
committerEric Anholt <[email protected]>2018-12-14 17:48:01 -0800
commit6ad9e8690d144f110150d3367254504c1b322682 (patch)
tree7e8f987b4f74e27da90c1f2c5a2df71e117d773b /src/gallium/drivers/v3d/v3d_context.h
parent976ea90bdca2b1fc9e7a577ddc302e810c622183 (diff)
v3d: Add support for texturing from linear.
Just like vc4, we have to support linear shared BOs for X11 on arbitrary displays. When we're faced with a request to texture from one of those, make a shadow image that we copy using the TFU at the start of the draw call.
Diffstat (limited to 'src/gallium/drivers/v3d/v3d_context.h')
-rw-r--r--src/gallium/drivers/v3d/v3d_context.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/gallium/drivers/v3d/v3d_context.h b/src/gallium/drivers/v3d/v3d_context.h
index a2fcf1ae2d4..575b74f4940 100644
--- a/src/gallium/drivers/v3d/v3d_context.h
+++ b/src/gallium/drivers/v3d/v3d_context.h
@@ -95,6 +95,12 @@ struct v3d_sampler_view {
uint8_t texture_shader_state[32];
/* V3D 4.x: Texture state struct. */
struct v3d_bo *bo;
+
+ /* Actual texture to be read by this sampler view. May be different
+ * from base.texture in the case of having a shadow tiled copy of a
+ * raster texture.
+ */
+ struct pipe_resource *texture;
};
struct v3d_sampler_state {