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/**********************************************************
* 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
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