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/**************************************************************************
*
* 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) &&
fb != _mesa_get_incomplete_framebuffer())
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 */
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