/********************************************************** * Copyright 2008-2009 VMware, Inc. All rights reserved. * * 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 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. * **********************************************************/ #ifndef SVGA_SURFACE_H #define SVGA_SURFACE_H #include "pipe/p_compiler.h" #include "pipe/p_state.h" #include "util/u_inlines.h" #include "svga_screen_cache.h" struct pipe_context; struct pipe_screen; struct svga_context; struct svga_texture; struct svga_winsys_surface; enum SVGA3dSurfaceFormat; struct svga_surface { struct pipe_surface base; struct svga_host_surface_cache_key key; /* * Note that the handle may point at a secondary / backing resource * created by svga_texture_view_surface() which is something other * than svga_texture(base->texture)->handle. */ struct svga_winsys_surface *handle; unsigned real_layer; unsigned real_level; unsigned real_zslice; boolean dirty; /* VGPU10 */ SVGA3dRenderTargetViewId view_id; /* * As with 'handle' above, this may point to a secondary / backing resource. * We can't have one resource bound as both a render target and a shader * resource at the same time. But we sometimes want to do that, such as * for mipmap generation where we sample from one level and render into * another. * In this situation, the backed surface is the render target while the * original surface is the shader resource. */ struct svga_surface *backed; unsigned age; /* timestamp when the backed resource is * synced with the original resource. */ }; void svga_mark_surfaces_dirty(struct svga_context *svga); extern void svga_propagate_surface(struct svga_context *svga, struct pipe_surface *surf, boolean reset); void svga_propagate_rendertargets(struct svga_context *svga); extern boolean svga_surface_needs_propagation(const struct pipe_surface *surf); struct svga_winsys_surface * svga_texture_view_surface(struct svga_context *svga, struct svga_texture *tex, unsigned bind_flags, SVGA3dSurfaceAllFlags flags, SVGA3dSurfaceFormat format, unsigned start_mip, unsigned num_mip, int layer_pick, unsigned num_layers, int zslice_pick, boolean cacheable, struct svga_host_surface_cache_key *key); /* OUT */ void svga_texture_copy_handle(struct svga_context *svga, struct svga_winsys_surface *src_handle, unsigned src_x, unsigned src_y, unsigned src_z, unsigned src_level, unsigned src_face, struct svga_winsys_surface *dst_handle, unsigned dst_x, unsigned dst_y, unsigned dst_z, unsigned dst_level, unsigned dst_face, unsigned width, unsigned height, unsigned depth); static inline struct svga_surface * svga_surface(struct pipe_surface *surface) { return (struct svga_surface *)surface; } static inline const struct svga_surface * svga_surface_const(const struct pipe_surface *surface) { return (const struct svga_surface *)surface; } struct pipe_surface * svga_validate_surface_view(struct svga_context *svga, struct svga_surface *s); static inline SVGA3dResourceType svga_resource_type(enum pipe_texture_target target) { switch (target) { case PIPE_TEXTURE_1D: case PIPE_TEXTURE_1D_ARRAY: return SVGA3D_RESOURCE_TEXTURE1D; case PIPE_TEXTURE_RECT: case PIPE_TEXTURE_2D: case PIPE_TEXTURE_2D_ARRAY: case PIPE_TEXTURE_CUBE: case PIPE_TEXTURE_CUBE_ARRAY: /* drawing to cube map is treated as drawing to 2D array */ return SVGA3D_RESOURCE_TEXTURE2D; case PIPE_TEXTURE_3D: return SVGA3D_RESOURCE_TEXTURE3D; default: assert(!"Unexpected texture target"); return SVGA3D_RESOURCE_TEXTURE2D; } } #endif