1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 **********************************************************/
26 #ifndef SVGA_SURFACE_H
27 #define SVGA_SURFACE_H
30 #include "pipe/p_compiler.h"
31 #include "pipe/p_state.h"
32 #include "util/u_inlines.h"
33 #include "svga_screen_cache.h"
39 struct svga_winsys_surface
;
40 enum SVGA3dSurfaceFormat
;
45 struct pipe_surface base
;
47 struct svga_host_surface_cache_key key
;
50 * Note that the handle may point at a secondary / backing resource
51 * created by svga_texture_view_surface() which is something other
52 * than svga_texture(base->texture)->handle.
54 struct svga_winsys_surface
*handle
;
63 SVGA3dRenderTargetViewId view_id
;
66 * As with 'handle' above, this may point to a secondary / backing resource.
67 * We can't have one resource bound as both a render target and a shader
68 * resource at the same time. But we sometimes want to do that, such as
69 * for mipmap generation where we sample from one level and render into
71 * In this situation, the backed surface is the render target while the
72 * original surface is the shader resource.
74 struct svga_surface
*backed
;
79 svga_propagate_surface(struct svga_context
*svga
, struct pipe_surface
*surf
);
82 svga_propagate_rendertargets(struct svga_context
*svga
);
85 svga_surface_needs_propagation(const struct pipe_surface
*surf
);
87 struct svga_winsys_surface
*
88 svga_texture_view_surface(struct svga_context
*svga
,
89 struct svga_texture
*tex
,
91 SVGA3dSurfaceFlags flags
,
92 SVGA3dSurfaceFormat format
,
98 struct svga_host_surface_cache_key
*key
); /* OUT */
102 svga_texture_copy_handle(struct svga_context
*svga
,
103 struct svga_winsys_surface
*src_handle
,
104 unsigned src_x
, unsigned src_y
, unsigned src_z
,
105 unsigned src_level
, unsigned src_face
,
106 struct svga_winsys_surface
*dst_handle
,
107 unsigned dst_x
, unsigned dst_y
, unsigned dst_z
,
108 unsigned dst_level
, unsigned dst_face
,
109 unsigned width
, unsigned height
, unsigned depth
);
112 static inline struct svga_surface
*
113 svga_surface(struct pipe_surface
*surface
)
115 return (struct svga_surface
*)surface
;
119 static inline const struct svga_surface
*
120 svga_surface_const(const struct pipe_surface
*surface
)
122 return (const struct svga_surface
*)surface
;
125 struct pipe_surface
*
126 svga_validate_surface_view(struct svga_context
*svga
, struct svga_surface
*s
);
128 static inline SVGA3dResourceType
129 svga_resource_type(enum pipe_texture_target target
)
132 case PIPE_TEXTURE_1D
:
133 case PIPE_TEXTURE_1D_ARRAY
:
134 return SVGA3D_RESOURCE_TEXTURE1D
;
135 case PIPE_TEXTURE_RECT
:
136 case PIPE_TEXTURE_2D
:
137 case PIPE_TEXTURE_2D_ARRAY
:
138 case PIPE_TEXTURE_CUBE
:
139 /* drawing to cube map is treated as drawing to 2D array */
140 return SVGA3D_RESOURCE_TEXTURE2D
;
141 case PIPE_TEXTURE_3D
:
142 return SVGA3D_RESOURCE_TEXTURE3D
;
144 assert(!"Unexpected texture target");
145 return SVGA3D_RESOURCE_TEXTURE2D
;