* original surface is the shader resource.
*/
struct svga_surface *backed;
+ unsigned age; /* timestamp when the backed resource is
+ * synced with the original resource.
+ */
};
svga_texture_view_surface(struct svga_context *svga,
struct svga_texture *tex,
unsigned bind_flags,
- SVGA3dSurfaceFlags flags,
+ SVGA3dSurfaceAllFlags flags,
SVGA3dSurfaceFormat format,
unsigned start_mip,
unsigned num_mip,
int layer_pick,
unsigned num_layers,
int zslice_pick,
+ boolean cacheable,
struct svga_host_surface_cache_key *key); /* OUT */
+void
+svga_texture_copy_region(struct svga_context *svga,
+ struct svga_winsys_surface *src_handle,
+ unsigned srcSubResource,
+ unsigned src_x, unsigned src_y, unsigned src_z,
+ struct svga_winsys_surface *dst_handle,
+ unsigned dstSubResource,
+ unsigned dst_x, unsigned dst_y, unsigned dst_z,
+ unsigned width, unsigned height, unsigned depth);
void
svga_texture_copy_handle(struct svga_context *svga,
case PIPE_TEXTURE_2D:
case PIPE_TEXTURE_2D_ARRAY:
case PIPE_TEXTURE_CUBE:
+ case PIPE_TEXTURE_CUBE_ARRAY:
/* drawing to cube map is treated as drawing to 2D array */
return SVGA3D_RESOURCE_TEXTURE2D;
case PIPE_TEXTURE_3D: