* \code
* x = mt->level[l].slice[s].x_offset
* y = mt->level[l].slice[s].y_offset
+ *
+ * On some hardware generations, we program these offsets into
+ * RENDER_SURFACE_STATE.XOffset and RENDER_SURFACE_STATE.YOffset.
*/
GLuint x_offset;
GLuint y_offset;
* accommodated by scaling up the width and the height of the surface so
* that all the samples corresponding to a pixel are located at nearby
* memory locations.
+ *
+ * @see PRM section "Interleaved Multisampled Surfaces"
*/
INTEL_MSAA_LAYOUT_IMS,
/**
* Uncompressed Multisample Surface. The surface is stored as a 2D array,
* with array slice n containing all pixel data for sample n.
+ *
+ * @see PRM section "Uncompressed Multisampled Surfaces"
*/
INTEL_MSAA_LAYOUT_UMS,
* the common case (where all samples constituting a pixel have the same
* color value) to be stored efficiently by just using a single array
* slice.
+ *
+ * @see PRM section "Compressed Multisampled Surfaces"
*/
INTEL_MSAA_LAYOUT_CMS,
};
*/
struct intel_miptree_aux_buffer
{
- /** Buffer object containing the pixel data. */
+ /**
+ * Buffer object containing the pixel data.
+ *
+ * @see RENDER_SURFACE_STATE.AuxiliarySurfaceBaseAddress
+ * @see 3DSTATE_HIER_DEPTH_BUFFER.AuxiliarySurfaceBaseAddress
+ */
drm_intel_bo *bo;
- uint32_t pitch; /**< pitch in bytes. */
+ /**
+ * Pitch in bytes.
+ *
+ * @see RENDER_SURFACE_STATE.AuxiliarySurfacePitch
+ * @see 3DSTATE_HIER_DEPTH_BUFFER.SurfacePitch
+ */
+ uint32_t pitch;
- uint32_t qpitch; /**< The distance in rows between array slices. */
+ /**
+ * The distance in rows between array slices.
+ *
+ * @see RENDER_SURFACE_STATE.AuxiliarySurfaceQPitch
+ * @see 3DSTATE_HIER_DEPTH_BUFFER.SurfaceQPitch
+ */
+ uint32_t qpitch;
- struct intel_mipmap_tree *mt; /**< hiz miptree used with Gen6 */
+ /**
+ * Hiz miptree. Used only by Gen6.
+ */
+ struct intel_mipmap_tree *mt;
};
/* Tile resource modes */
struct intel_mipmap_tree
{
- /** Buffer object containing the pixel data. */
+ /**
+ * Buffer object containing the surface.
+ *
+ * @see intel_mipmap_tree::offset
+ * @see RENDER_SURFACE_STATE.SurfaceBaseAddress
+ * @see RENDER_SURFACE_STATE.AuxiliarySurfaceBaseAddress
+ * @see 3DSTATE_DEPTH_BUFFER.SurfaceBaseAddress
+ * @see 3DSTATE_HIER_DEPTH_BUFFER.SurfaceBaseAddress
+ * @see 3DSTATE_STENCIL_BUFFER.SurfaceBaseAddress
+ */
drm_intel_bo *bo;
- uint32_t pitch; /**< pitch in bytes. */
+ /**
+ * Pitch in bytes.
+ *
+ * @see RENDER_SURFACE_STATE.SurfacePitch
+ * @see RENDER_SURFACE_STATE.AuxiliarySurfacePitch
+ * @see 3DSTATE_DEPTH_BUFFER.SurfacePitch
+ * @see 3DSTATE_HIER_DEPTH_BUFFER.SurfacePitch
+ * @see 3DSTATE_STENCIL_BUFFER.SurfacePitch
+ */
+ uint32_t pitch;
+
+ /**
+ * One of the I915_TILING_* flags.
+ *
+ * @see RENDER_SURFACE_STATE.TileMode
+ * @see 3DSTATE_DEPTH_BUFFER.TileMode
+ */
+ uint32_t tiling;
- uint32_t tiling; /**< One of the I915_TILING_* flags */
+ /**
+ * @see RENDER_SURFACE_STATE.TiledResourceMode
+ * @see 3DSTATE_DEPTH_BUFFER.TiledResourceMode
+ */
enum intel_miptree_tr_mode tr_mode;
- /* Effectively the key:
+ /**
+ * @brief One of GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, etc.
+ *
+ * @see RENDER_SURFACE_STATE.SurfaceType
+ * @see RENDER_SURFACE_STATE.SurfaceArray
+ * @see 3DSTATE_DEPTH_BUFFER.SurfaceType
*/
GLenum target;
*
* For ETC1/ETC2 textures, this is one of the uncompressed mesa texture
* formats if the hardware lacks support for ETC1/ETC2. See @ref etc_format.
+ *
+ * @see RENDER_SURFACE_STATE.SurfaceFormat
+ * @see 3DSTATE_DEPTH_BUFFER.SurfaceFormat
*/
mesa_format format;
- /** This variable stores the value of ETC compressed texture format */
+ /**
+ * This variable stores the value of ETC compressed texture format
+ *
+ * @see RENDER_SURFACE_STATE.SurfaceFormat
+ */
mesa_format etc_format;
/**
* @name Surface Alignment
* @{
*
- * This defines the alignment of the upperleft pixel of each 2D subimage
- * contained in the surface. The alignment is in pixel coordinates relative
- * to the surface's most upperleft pixel, which is the pixel at (x=0, y=0,
- * layer=0, level=0).
+ * This defines the alignment of the upperleft pixel of each "slice" in the
+ * surface. The alignment is in pixel coordinates relative to the surface's
+ * most upperleft pixel, which is the pixel at (x=0, y=0, layer=0,
+ * level=0).
+ *
+ * The hardware docs do not use the term "slice". We use "slice" to mean
+ * the pixels at a given miplevel and layer. For 2D surfaces, the layer is
+ * the array slice; for 3D surfaces, the layer is the z offset.
*
* In the surface layout equations found in the hardware docs, the
* horizontal and vertical surface alignments often appear as variables 'i'
* and 'j'.
*/
- uint32_t halign; /**< RENDER_SURFACE_STATE.SurfaceHorizontalAlignment */
- uint32_t valign; /**< RENDER_SURFACE_STATE.SurfaceVerticalAlignment */
+
+ /** @see RENDER_SURFACE_STATE.SurfaceHorizontalAlignment */
+ uint32_t halign;
+
+ /** @see RENDER_SURFACE_STATE.SurfaceVerticalAlignment */
+ uint32_t valign;
/** @} */
GLuint first_level;
*/
GLuint physical_width0, physical_height0, physical_depth0;
- GLuint cpp; /**< bytes per pixel (or bytes per block if compressed) */
+ /** Bytes per pixel (or bytes per block if compressed) */
+ GLuint cpp;
+
+ /**
+ * @see RENDER_SURFACE_STATE.NumberOfMultisamples
+ * @see 3DSTATE_MULTISAMPLE.NumberOfMultisamples
+ */
GLuint num_samples;
+
bool compressed;
/**
- * Level zero image dimensions. These dimensions correspond to the
+ * @name Level zero image dimensions
+ * @{
+ *
+ * These dimensions correspond to the
* logical width, height, and depth of the texture as seen by client code.
* Accordingly, they do not account for the extra width, height, and/or
* depth that must be allocated in order to accommodate multisample
* formats, nor do they account for the extra factor of 6 in depth that
* must be allocated in order to accommodate cubemap textures.
*/
- uint32_t logical_width0, logical_height0, logical_depth0;
+
+ /**
+ * @see RENDER_SURFACE_STATE.Width
+ * @see 3DSTATE_DEPTH_BUFFER.Width
+ */
+ uint32_t logical_width0;
+
+ /**
+ * @see RENDER_SURFACE_STATE.Height
+ * @see 3DSTATE_DEPTH_BUFFER.Height
+ */
+ uint32_t logical_height0;
+
+ /**
+ * @see RENDER_SURFACE_STATE.Depth
+ * @see 3DSTATE_DEPTH_BUFFER.Depth
+ */
+ uint32_t logical_depth0;
+ /** @} */
/**
* Indicates if we use the standard miptree layout (ALL_LOD_IN_EACH_SLICE),
* surfaces it is the number of blocks. For 1D array surfaces that have the
* mipmap tree stored horizontally it is the number of pixels between each
* slice.
+ *
+ * @see RENDER_SURFACE_STATE.SurfaceQPitch
+ * @see 3DSTATE_DEPTH_BUFFER.SurfaceQPitch
+ * @see 3DSTATE_HIER_DEPTH_BUFFER.SurfaceQPitch
+ * @see 3DSTATE_STENCIL_BUFFER.SurfaceQPitch
*/
uint32_t qpitch;
/**
* MSAA layout used by this buffer.
+ *
+ * @see RENDER_SURFACE_STATE.MultisampledSurfaceStorageFormat
*/
enum intel_msaa_layout msaa_layout;
GLuint total_width;
GLuint total_height;
- /* The 3DSTATE_CLEAR_PARAMS value associated with the last depth clear to
- * this depth mipmap tree, if any.
+ /**
+ * The depth value used during the most recent fast depth clear performed
+ * on the surface. This field is invalid only if surface has never
+ * underwent a fast depth clear.
+ *
+ * @see 3DSTATE_CLEAR_PARAMS.DepthClearValue
*/
uint32_t depth_clear_value;
- /* Includes image offset tables:
- */
+ /* Includes image offset tables: */
struct intel_mipmap_level level[MAX_TEXTURE_LEVELS];
- /* Offset into bo where miptree starts:
+ /**
+ * Offset into bo where the surface starts.
+ *
+ * @see intel_mipmap_tree::bo
+ *
+ * @see RENDER_SURFACE_STATE.AuxiliarySurfaceBaseAddress
+ * @see 3DSTATE_DEPTH_BUFFER.SurfaceBaseAddress
+ * @see 3DSTATE_HIER_DEPTH_BUFFER.SurfaceBaseAddress
+ * @see 3DSTATE_STENCIL_BUFFER.SurfaceBaseAddress
*/
uint32_t offset;
/**
* \brief HiZ aux buffer
*
- * The hiz miptree contains the miptree's hiz buffer. To allocate the hiz
- * buffer, use intel_miptree_alloc_hiz().
+ * To allocate the hiz buffer, use intel_miptree_alloc_hiz().
*
* To determine if hiz is enabled, do not check this pointer. Instead, use
* intel_miptree_slice_has_hiz().
* require separate stencil. It always has the true copy of the stencil
* bits, regardless of mt->format.
*
+ * \see 3DSTATE_STENCIL_BUFFER
* \see intel_miptree_map_depthstencil()
* \see intel_miptree_unmap_depthstencil()
*/
*
* This value will only ever contain ones in bits 28-31, so it is safe to
* OR into dword 7 of SURFACE_STATE.
+ *
+ * @see RENDER_SURFACE_STATE.RedClearColor
+ * @see RENDER_SURFACE_STATE.GreenClearColor
+ * @see RENDER_SURFACE_STATE.BlueClearColor
+ * @see RENDER_SURFACE_STATE.AlphaClearColor
*/
uint32_t fast_clear_color_value;