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+/*
+ * Copyright © 2011 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#pragma once
+
+#include <stdint.h>
+
+enum intel_need_resolve {
+ INTEL_NEED_HIZ_RESOLVE,
+ INTEL_NEED_DEPTH_RESOLVE,
+};
+
+/**
+ * \brief Map of miptree slices to needed resolves.
+ *
+ * The map is implemented as a linear doubly-linked list.
+ *
+ * In the intel_resolve_map*() functions, the \c head argument is not
+ * inspected for its data. It only serves as an anchor for the list.
+ *
+ * \par Design Discussion
+ *
+ * There are two possible ways to record which miptree slices need
+ * resolves. 1) Maintain a flag for every miptree slice in the texture,
+ * likely in intel_mipmap_level::slice, or 2) maintain a list of only
+ * those slices that need a resolve.
+ *
+ * Immediately before drawing, a full depth resolve performed on each
+ * enabled depth texture. If design 1 were chosen, then at each draw call
+ * it would be necessary to iterate over each miptree slice of each
+ * enabled depth texture in order to query if each slice needed a resolve.
+ * In the worst case, this would require 2^16 iterations: 16 texture
+ * units, 16 miplevels, and 256 depth layers (assuming maximums for OpenGL
+ * 2.1).
+ *
+ * By choosing design 2, the number of iterations is exactly the minimum
+ * necessary.
+ */
+struct intel_resolve_map {
+ uint32_t level;
+ uint32_t layer;
+ enum intel_need_resolve need;
+
+ struct intel_resolve_map *next;
+ struct intel_resolve_map *prev;
+};
+
+void
+intel_resolve_map_set(struct intel_resolve_map *head,
+ uint32_t level,
+ uint32_t layer,
+ enum intel_need_resolve need);
+
+struct intel_resolve_map*
+intel_resolve_map_get(struct intel_resolve_map *head,
+ uint32_t level,
+ uint32_t layer);
+
+void
+intel_resolve_map_remove(struct intel_resolve_map *elem);
+
+void
+intel_resolve_map_clear(struct intel_resolve_map *head);