mesa/colormac: introduce inline helper for 4 unclamped float to ubyte.
[mesa.git] / src / mesa / drivers / dri / intel / intel_tex_obj.h
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
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27
28 #ifndef _INTEL_TEX_OBJ_H
29 #define _INTEL_TEX_OBJ_H
30
31 struct intel_texture_object
32 {
33 struct gl_texture_object base; /* The "parent" object */
34
35 /* This is a mirror of base._MaxLevel, updated at validate time,
36 * except that we don't bother with the non-base levels for
37 * non-mipmapped textures.
38 */
39 unsigned int _MaxLevel;
40
41 /* Offset for firstLevel image:
42 */
43 GLuint textureOffset;
44
45 /* On validation any active images held in main memory or in other
46 * regions will be copied to this region and the old storage freed.
47 */
48 struct intel_mipmap_tree *mt;
49 };
50
51 struct intel_texture_image
52 {
53 struct gl_texture_image base;
54
55 /* If intelImage->mt != NULL, image data is stored here.
56 * Else if intelImage->base.Data != NULL, image is stored there.
57 * Else there is no image data.
58 */
59 struct intel_mipmap_tree *mt;
60 GLboolean used_as_render_target;
61
62 /**
63 * \name Renderbuffers for faking packed depth/stencil
64 *
65 * These renderbuffers are non-null only if the intel_context is using
66 * separate stencil and this texture has a packed depth/stencil format. When
67 * glFramebufferTexture is called on this image, the resultant renderbuffer
68 * wrapper reuses these renderbuffers as its own.
69 *
70 * \see intel_wrap_texture
71 * \see intel_tex_image_s8z24_create_renderbuffers
72 * \see intel_tex_image_s8z24_scatter
73 * \see intel_tex_image_s8z24_gather
74 *
75 * \{
76 */
77
78 /**
79 * The depth buffer has format X8_Z24. The x8 bits are undefined unless
80 * intel_tex_image_s8z24_gather has been immediately called. The depth buffer
81 * resuses the image miptree's region and hiz_region as its own.
82 */
83 struct gl_renderbuffer *depth_rb;
84
85 /**
86 * The stencil buffer has format S8 and keeps its data in its own region.
87 */
88 struct gl_renderbuffer *stencil_rb;
89
90 /** \} */
91 };
92
93 static INLINE struct intel_texture_object *
94 intel_texture_object(struct gl_texture_object *obj)
95 {
96 return (struct intel_texture_object *) obj;
97 }
98
99 static INLINE struct intel_texture_image *
100 intel_texture_image(struct gl_texture_image *img)
101 {
102 return (struct intel_texture_image *) img;
103 }
104
105 #endif /* _INTEL_TEX_OBJ_H */