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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>
#include "blorp/blorp.h"
#include "compiler/glsl/list.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* 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
{
/**
* 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,
};
/**
* \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 {
struct exec_node link;
uint32_t level;
uint32_t layer;
union {
enum blorp_hiz_op need;
enum intel_fast_clear_state fast_clear_state;
};
};
void
intel_resolve_map_set(struct exec_list *resolve_map,
uint32_t level,
uint32_t layer,
unsigned new_state);
const struct intel_resolve_map *
intel_resolve_map_find_any(const struct exec_list *resolve_map,
uint32_t start_level, uint32_t num_levels,
uint32_t start_layer, uint32_t num_layers);
static inline const struct intel_resolve_map *
intel_resolve_map_const_get(const struct exec_list *resolve_map,
uint32_t level,
uint32_t layer)
{
return intel_resolve_map_find_any(resolve_map, level, 1, layer, 1);
}
static inline struct intel_resolve_map *
intel_resolve_map_get(struct exec_list *resolve_map,
uint32_t level,
uint32_t layer)
{
return (struct intel_resolve_map *)intel_resolve_map_find_any(
resolve_map, level, 1, layer, 1);
}
void
intel_resolve_map_remove(struct intel_resolve_map *resolve_map);
void
intel_resolve_map_clear(struct exec_list *resolve_map);
#ifdef __cplusplus
} /* extern "C" */
#endif
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