#include "pipe/p_compiler.h"
-#include "pipe/p_state.h"
+#include "pipe/p_format.h"
+#include "pipe/p_defines.h"
#endif
+/** Opaque type */
+struct winsys_handle;
+/** Opaque type */
+struct pipe_fence_handle;
+struct pipe_winsys;
+struct pipe_resource;
+struct pipe_surface;
+struct pipe_transfer;
+
/**
* Gallium screen/adapter context. Basically everything
* Query an integer-valued capability/parameter/limit
* \param param one of PIPE_CAP_x
*/
- int (*get_param)( struct pipe_screen *, int param );
+ int (*get_param)( struct pipe_screen *, enum pipe_cap param );
/**
* Query a float-valued capability/parameter/limit
* \param param one of PIPE_CAP_x
*/
- float (*get_paramf)( struct pipe_screen *, int param );
+ float (*get_paramf)( struct pipe_screen *, enum pipe_cap param );
+
+ /**
+ * Query a per-shader-stage integer-valued capability/parameter/limit
+ * \param param one of PIPE_CAP_x
+ */
+ int (*get_shader_param)( struct pipe_screen *, unsigned shader, enum pipe_shader_cap param );
+
+ struct pipe_context * (*context_create)( struct pipe_screen *,
+ void *priv );
/**
* Check if the given pipe_format is supported as a texture or
* drawing surface.
- * \param tex_usage bitmask of PIPE_TEXTURE_USAGE_*
- * \param flags bitmask of PIPE_TEXTURE_GEOM_*
+ * \param bindings bitmask of PIPE_BIND_*
*/
boolean (*is_format_supported)( struct pipe_screen *,
enum pipe_format format,
enum pipe_texture_target target,
- unsigned tex_usage,
- unsigned geom_flags );
+ unsigned sample_count,
+ unsigned bindings );
/**
* Create a new texture object, using the given template info.
*/
- struct pipe_texture * (*texture_create)(struct pipe_screen *,
- const struct pipe_texture *templat);
+ struct pipe_resource * (*resource_create)(struct pipe_screen *,
+ const struct pipe_resource *templat);
/**
- * Create a new texture object, using the given template info, but on top of
- * existing memory.
- *
- * It is assumed that the buffer data is layed out according to the expected
- * by the hardware. NULL will be returned if any inconsistency is found.
+ * Create a texture from a winsys_handle. The handle is often created in
+ * another process by first creating a pipe texture and then calling
+ * resource_get_handle.
*/
- struct pipe_texture * (*texture_blanket)(struct pipe_screen *,
- const struct pipe_texture *templat,
- const unsigned *pitch,
- struct pipe_buffer *buffer);
-
- void (*texture_release)(struct pipe_screen *,
- struct pipe_texture **pt);
-
- /** Get a surface which is a "view" into a texture */
- struct pipe_surface *(*get_tex_surface)(struct pipe_screen *,
- struct pipe_texture *texture,
- unsigned face, unsigned level,
- unsigned zslice,
- unsigned usage );
-
- /* Surfaces allocated by the above must be released here:
+ struct pipe_resource * (*resource_from_handle)(struct pipe_screen *,
+ const struct pipe_resource *templat,
+ struct winsys_handle *handle);
+
+ /**
+ * Get a winsys_handle from a texture. Some platforms/winsys requires
+ * that the texture is created with a special usage flag like
+ * DISPLAYTARGET or PRIMARY.
*/
- void (*tex_surface_release)( struct pipe_screen *,
- struct pipe_surface ** );
-
+ boolean (*resource_get_handle)(struct pipe_screen *,
+ struct pipe_resource *tex,
+ struct winsys_handle *handle);
+
+
+ void (*resource_destroy)(struct pipe_screen *,
+ struct pipe_resource *pt);
- void *(*surface_map)( struct pipe_screen *,
- struct pipe_surface *surface,
- unsigned flags );
- void (*surface_unmap)( struct pipe_screen *,
- struct pipe_surface *surface );
-
+ /**
+ * Create a buffer that wraps user-space data.
+ *
+ * Effectively this schedules a delayed call to buffer_create
+ * followed by an upload of the data at *some point in the future*,
+ * or perhaps never. Basically the allocate/upload is delayed
+ * until the buffer is actually passed to hardware.
+ *
+ * The intention is to provide a quick way to turn regular data
+ * into a buffer, and secondly to avoid a copy operation if that
+ * data subsequently turns out to be only accessed by the CPU.
+ *
+ * Common example is OpenGL vertex buffers that are subsequently
+ * processed either by software TNL in the driver or by passing to
+ * hardware.
+ *
+ * XXX: What happens if the delayed call to buffer_create() fails?
+ *
+ * Note that ptr may be accessed at any time upto the time when the
+ * buffer is destroyed, so the data must not be freed before then.
+ */
+ struct pipe_resource *(*user_buffer_create)(struct pipe_screen *screen,
+ void *ptr,
+ unsigned bytes,
+ unsigned bind_flags);
+
+ /**
+ * Do any special operations to ensure frontbuffer contents are
+ * displayed, eg copy fake frontbuffer.
+ * \param winsys_drawable_handle an opaque handle that the calling context
+ * gets out-of-band
+ */
+ void (*flush_frontbuffer)( struct pipe_screen *screen,
+ struct pipe_resource *resource,
+ unsigned level, unsigned layer,
+ void *winsys_drawable_handle );
+
+
+
+ /** Set ptr = fence, with reference counting */
+ void (*fence_reference)( struct pipe_screen *screen,
+ struct pipe_fence_handle **ptr,
+ struct pipe_fence_handle *fence );
+
+ /**
+ * Checks whether the fence has been signalled.
+ */
+ boolean (*fence_signalled)( struct pipe_screen *screen,
+ struct pipe_fence_handle *fence );
+
+ /**
+ * Wait for the fence to finish.
+ * \param timeout in nanoseconds
+ */
+ boolean (*fence_finish)( struct pipe_screen *screen,
+ struct pipe_fence_handle *fence,
+ uint64_t timeout );
+
};