/************************************************************************** * * Copyright 2007 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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 ST_CB_FBO_H #define ST_CB_FBO_H #include "main/compiler.h" #include "main/fbobject.h" #include "main/glheader.h" #include "main/mtypes.h" #include "pipe/p_compiler.h" #include "pipe/p_format.h" struct dd_function_table; struct pipe_context; /** * Derived renderbuffer class. Just need to add a pointer to the * pipe surface. */ struct st_renderbuffer { struct gl_renderbuffer Base; struct pipe_resource *texture; struct pipe_surface *surface; /* temporary view into texture */ GLboolean defined; /**< defined contents? */ struct pipe_transfer *transfer; /**< only used when mapping the resource */ /** * Used only when hardware accumulation buffers are not supported. */ boolean software; void *data; bool use_readpix_cache; /* Inputs from Driver.RenderTexture, don't use directly. */ boolean is_rtt; /**< whether Driver.RenderTexture was called */ unsigned rtt_face, rtt_slice; boolean rtt_layered; /**< whether glFramebufferTexture was called */ }; static inline struct st_renderbuffer * st_renderbuffer(struct gl_renderbuffer *rb) { return (struct st_renderbuffer *) rb; } /** * Cast wrapper to convert a struct gl_framebuffer to an st_framebuffer. * Return NULL if the struct gl_framebuffer is a user-created framebuffer. * We'll only return non-null for window system framebuffers. * Note that this function may fail. */ static inline struct st_framebuffer * st_ws_framebuffer(struct gl_framebuffer *fb) { /* FBO cannot be casted. See st_new_framebuffer */ if (fb && _mesa_is_winsys_fbo(fb)) return (struct st_framebuffer *) fb; return NULL; } extern struct gl_renderbuffer * st_new_renderbuffer_fb(enum pipe_format format, int samples, boolean sw); extern void st_update_renderbuffer_surface(struct st_context *st, struct st_renderbuffer *strb); extern void st_init_fbo_functions(struct dd_function_table *functions); #endif /* ST_CB_FBO_H */