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|
/**************************************************************************
*
* Copyright 2006 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.
*
**************************************************************************/
/** @file intel_mipmap_tree.h
*
* This file defines the structure that wraps a BO and describes how the
* mipmap levels and slices of a texture are laid out.
*
* The hardware has a fixed layout of a texture depending on parameters such
* as the target/type (2D, 3D, CUBE), width, height, pitch, and number of
* mipmap levels. The individual level/layer slices are each 2D rectangles of
* pixels at some x/y offset from the start of the drm_intel_bo.
*
* Original OpenGL allowed texture miplevels to be specified in arbitrary
* order, and a texture may change size over time. Thus, each
* intel_texture_image has a reference to a miptree that contains the pixel
* data sized appropriately for it, which will later be referenced by/copied
* to the intel_texture_object at draw time (intel_finalize_mipmap_tree()) so
* that there's a single miptree for the complete texture.
*/
#ifndef INTEL_MIPMAP_TREE_H
#define INTEL_MIPMAP_TREE_H
#include <assert.h>
#include "main/mtypes.h"
#include "intel_bufmgr.h"
#include "intel_resolve_map.h"
#include <GL/internal/dri_interface.h>
#ifdef __cplusplus
extern "C" {
#endif
struct brw_context;
struct intel_renderbuffer;
struct intel_resolve_map;
struct intel_texture_image;
/**
* When calling intel_miptree_map() on an ETC-transcoded-to-RGB miptree or a
* depthstencil-split-to-separate-stencil miptree, we'll normally make a
* tmeporary and recreate the kind of data requested by Mesa core, since we're
* satisfying some glGetTexImage() request or something.
*
* However, occasionally you want to actually map the miptree's current data
* without transcoding back. This flag to intel_miptree_map() gets you that.
*/
#define BRW_MAP_DIRECT_BIT 0x80000000
struct intel_miptree_map {
/** Bitfield of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT, GL_MAP_INVALIDATE_BIT */
GLbitfield mode;
/** Region of interest for the map. */
int x, y, w, h;
/** Possibly malloced temporary buffer for the mapping. */
void *buffer;
/** Possible pointer to a temporary linear miptree for the mapping. */
struct intel_mipmap_tree *mt;
/** Pointer to the start of (map_x, map_y) returned by the mapping. */
void *ptr;
/** Stride of the mapping. */
int stride;
};
/**
* Describes the location of each texture image within a miptree.
*/
struct intel_mipmap_level
{
/** Offset to this miptree level, used in computing x_offset. */
GLuint level_x;
/** Offset to this miptree level, used in computing y_offset. */
GLuint level_y;
/**
* \brief Number of 2D slices in this miplevel.
*
* The exact semantics of depth varies according to the texture target:
* - For GL_TEXTURE_CUBE_MAP, depth is 6.
* - For GL_TEXTURE_2D_ARRAY, depth is the number of array slices. It is
* identical for all miplevels in the texture.
* - For GL_TEXTURE_3D, it is the texture's depth at this miplevel. Its
* value, like width and height, varies with miplevel.
* - For other texture types, depth is 1.
* - Additionally, for UMS and CMS miptrees, depth is multiplied by
* sample count.
*/
GLuint depth;
/**
* \brief Is HiZ enabled for this level?
*
* If \c mt->level[l].has_hiz is set, then (1) \c mt->hiz_mt has been
* allocated and (2) the HiZ memory for the slices in this level reside at
* \c mt->hiz_mt->level[l].
*/
bool has_hiz;
/**
* \brief List of 2D images in this mipmap level.
*
* This may be a list of cube faces, array slices in 2D array texture, or
* layers in a 3D texture. The list's length is \c depth.
*/
struct intel_mipmap_slice {
/**
* \name Offset to slice
* \{
*
* Hardware formats are so diverse that that there is no unified way to
* compute the slice offsets, so we store them in this table.
*
* The (x, y) offset to slice \c s at level \c l relative the miptrees
* base address is
* \code
* x = mt->level[l].slice[s].x_offset
* y = mt->level[l].slice[s].y_offset
*/
GLuint x_offset;
GLuint y_offset;
/** \} */
/**
* Mapping information. Persistent for the duration of
* intel_miptree_map/unmap on this slice.
*/
struct intel_miptree_map *map;
} *slice;
};
/**
* Enum for keeping track of the different MSAA layouts supported by Gen7.
*/
enum intel_msaa_layout
{
/**
* Ordinary surface with no MSAA.
*/
INTEL_MSAA_LAYOUT_NONE,
/**
* Interleaved Multisample Surface. The additional samples are
* accommodated by scaling up the width and the height of the surface so
* that all the samples corresponding to a pixel are located at nearby
* memory locations.
*/
INTEL_MSAA_LAYOUT_IMS,
/**
* Uncompressed Multisample Surface. The surface is stored as a 2D array,
* with array slice n containing all pixel data for sample n.
*/
INTEL_MSAA_LAYOUT_UMS,
/**
* Compressed Multisample Surface. The surface is stored as in
* INTEL_MSAA_LAYOUT_UMS, but there is an additional buffer called the MCS
* (Multisample Control Surface) buffer. Each pixel in the MCS buffer
* indicates the mapping from sample number to array slice. This allows
* the common case (where all samples constituting a pixel have the same
* color value) to be stored efficiently by just using a single array
* slice.
*/
INTEL_MSAA_LAYOUT_CMS,
};
/**
* Enum for keeping track of the fast clear state of a buffer associated with
* a miptree.
*
* Fast clear works by deferring the memory writes that would be used to clear
* the buffer, so that instead of performing them at the time of the clear
* operation, the hardware automatically performs them at the time that the
* buffer is later accessed for rendering. The MCS buffer keeps track of
* which regions of the buffer still have pending clear writes.
*
* This enum keeps track of the driver's knowledge of pending fast clears in
* the MCS buffer.
*
* MCS buffers only exist on Gen7+.
*/
enum intel_fast_clear_state
{
/**
* There is no MCS buffer for this miptree, and one should never be
* allocated.
*/
INTEL_FAST_CLEAR_STATE_NO_MCS,
/**
* No deferred clears are pending for this miptree, and the contents of the
* color buffer are entirely correct. An MCS buffer may or may not exist
* for this miptree. If it does exist, it is entirely in the "no deferred
* clears pending" state. If it does not exist, it will be created the
* first time a fast color clear is executed.
*
* In this state, the color buffer can be used for purposes other than
* rendering without needing a render target resolve.
*
* Since there is no such thing as a "fast color clear resolve" for MSAA
* buffers, an MSAA buffer will never be in this state.
*/
INTEL_FAST_CLEAR_STATE_RESOLVED,
/**
* An MCS buffer exists for this miptree, and deferred clears are pending
* for some regions of the color buffer, as indicated by the MCS buffer.
* The contents of the color buffer are only correct for the regions where
* the MCS buffer doesn't indicate a deferred clear.
*
* If a single-sample buffer is in this state, a render target resolve must
* be performed before it can be used for purposes other than rendering.
*/
INTEL_FAST_CLEAR_STATE_UNRESOLVED,
/**
* An MCS buffer exists for this miptree, and deferred clears are pending
* for the entire color buffer, and the contents of the MCS buffer reflect
* this. The contents of the color buffer are undefined.
*
* If a single-sample buffer is in this state, a render target resolve must
* be performed before it can be used for purposes other than rendering.
*
* If the client attempts to clear a buffer which is already in this state,
* the clear can be safely skipped, since the buffer is already clear.
*/
INTEL_FAST_CLEAR_STATE_CLEAR,
};
enum miptree_array_layout {
/* Each array slice contains all miplevels packed together.
*
* Gen hardware usually wants multilevel miptrees configured this way.
*
* A 2D Array texture with 2 slices and multiple LODs using
* ALL_LOD_IN_EACH_SLICE would look somewhat like this:
*
* +----------+
* | |
* | |
* +----------+
* +---+ +-+
* | | +-+
* +---+ *
* +----------+
* | |
* | |
* +----------+
* +---+ +-+
* | | +-+
* +---+ *
*/
ALL_LOD_IN_EACH_SLICE,
/* Each LOD contains all slices of that LOD packed together.
*
* In some situations, Gen7+ hardware can use the array_spacing_lod0
* feature to save space when the surface only contains LOD 0.
*
* Gen6 uses this for separate stencil and hiz since gen6 does not support
* multiple LODs for separate stencil and hiz.
*
* A 2D Array texture with 2 slices and multiple LODs using
* ALL_SLICES_AT_EACH_LOD would look somewhat like this:
*
* +----------+
* | |
* | |
* +----------+
* | |
* | |
* +----------+
* +---+ +-+
* | | +-+
* +---+ +-+
* | | :
* +---+
*/
ALL_SLICES_AT_EACH_LOD,
};
/**
* Miptree aux buffer. These buffers are associated with a miptree, but the
* format is managed by the hardware.
*
* For Gen7+, we always give the hardware the start of the buffer, and let it
* handle all accesses to the buffer. Therefore we don't need the full miptree
* layout structure for this buffer.
*
* For Gen6, we need a hiz miptree structure for this buffer so we can program
* offsets to slices & miplevels.
*/
struct intel_miptree_aux_buffer
{
/** Buffer object containing the pixel data. */
drm_intel_bo *bo;
uint32_t pitch; /**< pitch in bytes. */
uint32_t qpitch; /**< The distance in rows between array slices. */
struct intel_mipmap_tree *mt; /**< hiz miptree used with Gen6 */
};
struct intel_mipmap_tree
{
/** Buffer object containing the pixel data. */
drm_intel_bo *bo;
uint32_t pitch; /**< pitch in bytes. */
uint32_t tiling; /**< One of the I915_TILING_* flags */
/* Effectively the key:
*/
GLenum target;
/**
* Generally, this is just the same as the gl_texture_image->TexFormat or
* gl_renderbuffer->Format.
*
* However, for textures and renderbuffers with packed depth/stencil formats
* on hardware where we want or need to use separate stencil, there will be
* two miptrees for storing the data. If the depthstencil texture or rb is
* MESA_FORMAT_Z32_FLOAT_S8X24_UINT, then mt->format will be
* MESA_FORMAT_Z_FLOAT32, otherwise for MESA_FORMAT_Z24_UNORM_S8_UINT objects it will be
* MESA_FORMAT_Z24_UNORM_X8_UINT.
*
* For ETC1/ETC2 textures, this is one of the uncompressed mesa texture
* formats if the hardware lacks support for ETC1/ETC2. See @ref etc_format.
*/
mesa_format format;
/** This variable stores the value of ETC compressed texture format */
mesa_format etc_format;
/**
* The X offset of each image in the miptree must be aligned to this.
* See the comments in brw_tex_layout.c.
*/
unsigned int align_w;
unsigned int align_h; /**< \see align_w */
GLuint first_level;
GLuint last_level;
/**
* Level zero image dimensions. These dimensions correspond to the
* physical layout of data in memory. Accordingly, they account for the
* extra width, height, and or depth that must be allocated in order to
* accommodate multisample formats, and they account for the extra factor
* of 6 in depth that must be allocated in order to accommodate cubemap
* textures.
*/
GLuint physical_width0, physical_height0, physical_depth0;
GLuint cpp; /**< bytes per pixel */
GLuint num_samples;
bool compressed;
/**
* Level zero image dimensions. These dimensions correspond to the
* logical width, height, and depth of the texture as seen by client code.
* Accordingly, they do not account for the extra width, height, and/or
* depth that must be allocated in order to accommodate multisample
* formats, nor do they account for the extra factor of 6 in depth that
* must be allocated in order to accommodate cubemap textures.
*/
uint32_t logical_width0, logical_height0, logical_depth0;
/**
* Indicates if we use the standard miptree layout (ALL_LOD_IN_EACH_SLICE),
* or if we tightly pack array slices at each LOD (ALL_SLICES_AT_EACH_LOD).
*/
enum miptree_array_layout array_layout;
/**
* The distance in rows between array slices in an uncompressed surface.
*
* For compressed surfaces, slices are stored closer together physically;
* the real distance is (qpitch / block height).
*/
uint32_t qpitch;
/**
* MSAA layout used by this buffer.
*/
enum intel_msaa_layout msaa_layout;
/* Derived from the above:
*/
GLuint total_width;
GLuint total_height;
/* The 3DSTATE_CLEAR_PARAMS value associated with the last depth clear to
* this depth mipmap tree, if any.
*/
uint32_t depth_clear_value;
/* Includes image offset tables:
*/
struct intel_mipmap_level level[MAX_TEXTURE_LEVELS];
/* Offset into bo where miptree starts:
*/
uint32_t offset;
/**
* \brief HiZ aux buffer
*
* The hiz miptree contains the miptree's hiz buffer. To allocate the hiz
* buffer, use intel_miptree_alloc_hiz().
*
* To determine if hiz is enabled, do not check this pointer. Instead, use
* intel_miptree_slice_has_hiz().
*/
struct intel_miptree_aux_buffer *hiz_buf;
/**
* \brief Map of miptree slices to needed resolves.
*
* This is used only when the miptree has a child HiZ miptree.
*
* Let \c mt be a depth miptree with HiZ enabled. Then the resolve map is
* \c mt->hiz_map. The resolve map of the child HiZ miptree, \c
* mt->hiz_mt->hiz_map, is unused.
*/
struct exec_list hiz_map; /* List of intel_resolve_map. */
/**
* \brief Stencil miptree for depthstencil textures.
*
* This miptree is used for depthstencil textures and renderbuffers that
* require separate stencil. It always has the true copy of the stencil
* bits, regardless of mt->format.
*
* \see intel_miptree_map_depthstencil()
* \see intel_miptree_unmap_depthstencil()
*/
struct intel_mipmap_tree *stencil_mt;
/**
* \brief MCS miptree.
*
* This miptree contains the "multisample control surface", which stores
* the necessary information to implement compressed MSAA
* (INTEL_MSAA_FORMAT_CMS) and "fast color clear" behaviour on Gen7+.
*
* NULL if no MCS miptree is in use for this surface.
*/
struct intel_mipmap_tree *mcs_mt;
/**
* Fast clear state for this buffer.
*/
enum intel_fast_clear_state fast_clear_state;
/**
* The SURFACE_STATE bits associated with the last fast color clear to this
* color mipmap tree, if any.
*
* This value will only ever contain ones in bits 28-31, so it is safe to
* OR into dword 7 of SURFACE_STATE.
*/
uint32_t fast_clear_color_value;
/* These are also refcounted:
*/
GLuint refcount;
};
enum intel_miptree_tiling_mode {
INTEL_MIPTREE_TILING_ANY,
INTEL_MIPTREE_TILING_Y,
INTEL_MIPTREE_TILING_NONE,
};
bool
intel_is_non_msrt_mcs_buffer_supported(struct brw_context *brw,
struct intel_mipmap_tree *mt);
void
intel_get_non_msrt_mcs_alignment(struct brw_context *brw,
struct intel_mipmap_tree *mt,
unsigned *width_px, unsigned *height);
bool
intel_miptree_alloc_non_msrt_mcs(struct brw_context *brw,
struct intel_mipmap_tree *mt);
struct intel_mipmap_tree *intel_miptree_create(struct brw_context *brw,
GLenum target,
mesa_format format,
GLuint first_level,
GLuint last_level,
GLuint width0,
GLuint height0,
GLuint depth0,
bool expect_accelerated_upload,
GLuint num_samples,
enum intel_miptree_tiling_mode,
bool force_all_slices_at_each_lod);
struct intel_mipmap_tree *
intel_miptree_create_layout(struct brw_context *brw,
GLenum target,
mesa_format format,
GLuint first_level,
GLuint last_level,
GLuint width0,
GLuint height0,
GLuint depth0,
bool for_bo,
GLuint num_samples,
bool force_all_slices_at_each_lod);
struct intel_mipmap_tree *
intel_miptree_create_for_bo(struct brw_context *brw,
drm_intel_bo *bo,
mesa_format format,
uint32_t offset,
uint32_t width,
uint32_t height,
uint32_t depth,
int pitch);
void
intel_update_winsys_renderbuffer_miptree(struct brw_context *intel,
struct intel_renderbuffer *irb,
drm_intel_bo *bo,
uint32_t width, uint32_t height,
uint32_t pitch);
/**
* Create a miptree appropriate as the storage for a non-texture renderbuffer.
* The miptree has the following properties:
* - The target is GL_TEXTURE_2D.
* - There are no levels other than the base level 0.
* - Depth is 1.
*/
struct intel_mipmap_tree*
intel_miptree_create_for_renderbuffer(struct brw_context *brw,
mesa_format format,
uint32_t width,
uint32_t height,
uint32_t num_samples);
mesa_format
intel_depth_format_for_depthstencil_format(mesa_format format);
mesa_format
intel_lower_compressed_format(struct brw_context *brw, mesa_format format);
/** \brief Assert that the level and layer are valid for the miptree. */
static inline void
intel_miptree_check_level_layer(struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t layer)
{
assert(level >= mt->first_level);
assert(level <= mt->last_level);
assert(layer < mt->level[level].depth);
}
void intel_miptree_reference(struct intel_mipmap_tree **dst,
struct intel_mipmap_tree *src);
void intel_miptree_release(struct intel_mipmap_tree **mt);
/* Check if an image fits an existing mipmap tree layout
*/
bool intel_miptree_match_image(struct intel_mipmap_tree *mt,
struct gl_texture_image *image);
void
intel_miptree_get_image_offset(const struct intel_mipmap_tree *mt,
GLuint level, GLuint slice,
GLuint *x, GLuint *y);
void
intel_miptree_get_dimensions_for_image(struct gl_texture_image *image,
int *width, int *height, int *depth);
void
intel_miptree_get_tile_masks(const struct intel_mipmap_tree *mt,
uint32_t *mask_x, uint32_t *mask_y,
bool map_stencil_as_y_tiled);
uint32_t
intel_miptree_get_tile_offsets(const struct intel_mipmap_tree *mt,
GLuint level, GLuint slice,
uint32_t *tile_x,
uint32_t *tile_y);
uint32_t
intel_miptree_get_aligned_offset(const struct intel_mipmap_tree *mt,
uint32_t x, uint32_t y,
bool map_stencil_as_y_tiled);
void intel_miptree_set_level_info(struct intel_mipmap_tree *mt,
GLuint level,
GLuint x, GLuint y, GLuint d);
void intel_miptree_set_image_offset(struct intel_mipmap_tree *mt,
GLuint level,
GLuint img, GLuint x, GLuint y);
void
intel_miptree_copy_teximage(struct brw_context *brw,
struct intel_texture_image *intelImage,
struct intel_mipmap_tree *dst_mt, bool invalidate);
bool
intel_miptree_alloc_mcs(struct brw_context *brw,
struct intel_mipmap_tree *mt,
GLuint num_samples);
/**
* \name Miptree HiZ functions
* \{
*
* It is safe to call the "slice_set_need_resolve" and "slice_resolve"
* functions on a miptree without HiZ. In that case, each function is a no-op.
*/
/**
* \brief Allocate the miptree's embedded HiZ miptree.
* \see intel_mipmap_tree:hiz_mt
* \return false if allocation failed
*/
bool
intel_miptree_alloc_hiz(struct brw_context *brw,
struct intel_mipmap_tree *mt);
bool
intel_miptree_level_has_hiz(struct intel_mipmap_tree *mt, uint32_t level);
void
intel_miptree_slice_set_needs_hiz_resolve(struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t depth);
void
intel_miptree_slice_set_needs_depth_resolve(struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t depth);
void
intel_miptree_set_all_slices_need_depth_resolve(struct intel_mipmap_tree *mt,
uint32_t level);
/**
* \return false if no resolve was needed
*/
bool
intel_miptree_slice_resolve_hiz(struct brw_context *brw,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int depth);
/**
* \return false if no resolve was needed
*/
bool
intel_miptree_slice_resolve_depth(struct brw_context *brw,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int depth);
/**
* \return false if no resolve was needed
*/
bool
intel_miptree_all_slices_resolve_hiz(struct brw_context *brw,
struct intel_mipmap_tree *mt);
/**
* \return false if no resolve was needed
*/
bool
intel_miptree_all_slices_resolve_depth(struct brw_context *brw,
struct intel_mipmap_tree *mt);
/**\}*/
/**
* Update the fast clear state for a miptree to indicate that it has been used
* for rendering.
*/
static inline void
intel_miptree_used_for_rendering(struct intel_mipmap_tree *mt)
{
/* If the buffer was previously in fast clear state, change it to
* unresolved state, since it won't be guaranteed to be clear after
* rendering occurs.
*/
if (mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_CLEAR)
mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_UNRESOLVED;
}
void
intel_miptree_resolve_color(struct brw_context *brw,
struct intel_mipmap_tree *mt);
void
intel_miptree_make_shareable(struct brw_context *brw,
struct intel_mipmap_tree *mt);
void
intel_miptree_updownsample(struct brw_context *brw,
struct intel_mipmap_tree *src,
struct intel_mipmap_tree *dst);
void brw_miptree_layout(struct brw_context *brw, struct intel_mipmap_tree *mt);
void *intel_miptree_map_raw(struct brw_context *brw,
struct intel_mipmap_tree *mt);
void intel_miptree_unmap_raw(struct brw_context *brw,
struct intel_mipmap_tree *mt);
void
intel_miptree_map(struct brw_context *brw,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int slice,
unsigned int x,
unsigned int y,
unsigned int w,
unsigned int h,
GLbitfield mode,
void **out_ptr,
ptrdiff_t *out_stride);
void
intel_miptree_unmap(struct brw_context *brw,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int slice);
void
intel_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt,
unsigned int level, unsigned int layer, enum gen6_hiz_op op);
#ifdef __cplusplus
}
#endif
#endif
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