/************************************************************************** * * Copyright 2007 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #ifndef ST_TEXTURE_H #define ST_TEXTURE_H #include "pipe/p_context.h" #include "util/u_sampler.h" #include "util/simple_mtx.h" #include "main/mtypes.h" struct pipe_resource; struct st_texture_image_transfer { struct pipe_transfer *transfer; /* For compressed texture fallback. */ GLubyte *temp_data; /**< Temporary compressed texture storage. */ unsigned temp_stride; /**< Stride of the compressed texture storage. */ GLubyte *map; /**< Saved map pointer of the uncompressed transfer. */ }; /** * Container for one context's validated sampler view. */ struct st_sampler_view { struct pipe_sampler_view *view; /** The context which created this view */ struct st_context *st; /** The glsl version of the shader seen during validation */ bool glsl130_or_later; /** Derived from the sampler's sRGBDecode state during validation */ bool srgb_skip_decode; /* This mechanism allows passing sampler view references to the driver * without using atomics to increase the reference count. * * This private refcount can be decremented without atomics but only one * context (st above) can use this counter (so that it's only used by * 1 thread). * * This number is atomically added to view->reference.count at * initialization. If it's never used, the same number is atomically * subtracted from view->reference.count before destruction. If this * number is decremented, we can pass one reference to the driver without * touching reference.count with atomics. At destruction we only subtract * the number of references we have not returned. This can possibly turn * a million atomic increments into 1 add and 1 subtract atomic op over * the whole lifetime of an app. */ int private_refcount; }; /** * Container for per-context sampler views of a texture. */ struct st_sampler_views { struct st_sampler_views *next; uint32_t max; uint32_t count; struct st_sampler_view views[0]; }; struct st_compressed_data { struct pipe_reference reference; GLubyte *ptr; }; static inline const struct gl_texture_image * st_texture_image_const(const struct gl_texture_image *img) { return (const struct gl_texture_image *) img; } static inline const struct gl_texture_object * st_texture_object_const(const struct gl_texture_object *obj) { return (const struct gl_texture_object *) obj; } static inline struct pipe_resource * st_get_texobj_resource(struct gl_texture_object *texObj) { return texObj ? texObj->pt : NULL; } static inline struct pipe_resource * st_get_stobj_resource(struct gl_texture_object *stObj) { return stObj ? stObj->pt : NULL; } static inline struct gl_texture_object * st_get_texture_object(struct gl_context *ctx, const struct gl_program *prog, unsigned unit) { const GLuint texUnit = prog->SamplerUnits[unit]; return ctx->Texture.Unit[texUnit]._Current; } static inline enum pipe_format st_get_view_format(struct gl_texture_object *stObj) { if (!stObj) return PIPE_FORMAT_NONE; return stObj->surface_based ? stObj->surface_format : stObj->pt->format; } extern struct pipe_resource * st_texture_create(struct st_context *st, enum pipe_texture_target target, enum pipe_format format, GLuint last_level, GLuint width0, GLuint height0, GLuint depth0, GLuint layers, GLuint nr_samples, GLuint tex_usage, bool sparse); extern void st_gl_texture_dims_to_pipe_dims(GLenum texture, unsigned widthIn, uint16_t heightIn, uint16_t depthIn, unsigned *widthOut, uint16_t *heightOut, uint16_t *depthOut, uint16_t *layersOut); /* Check if an image fits into an existing texture object. */ extern GLboolean st_texture_match_image(struct st_context *st, const struct pipe_resource *pt, const struct gl_texture_image *image); /* Return a pointer to an image within a texture. Return image stride as * well. */ extern GLubyte * st_texture_image_map(struct st_context *st, struct gl_texture_image *stImage, enum pipe_map_flags usage, GLuint x, GLuint y, GLuint z, GLuint w, GLuint h, GLuint d, struct pipe_transfer **transfer); extern void st_texture_image_unmap(struct st_context *st, struct gl_texture_image *stImage, unsigned slice); /* Return pointers to each 2d slice within an image. Indexed by depth * value. */ extern const GLuint * st_texture_depth_offsets(struct pipe_resource *pt, GLuint level); /* Copy an image between two textures */ extern void st_texture_image_copy(struct pipe_context *pipe, struct pipe_resource *dst, GLuint dstLevel, struct pipe_resource *src, GLuint srcLevel, GLuint face); extern struct pipe_resource * st_create_color_map_texture(struct gl_context *ctx); void st_destroy_bound_texture_handles(struct st_context *st); void st_destroy_bound_image_handles(struct st_context *st); bool st_astc_format_fallback(const struct st_context *st, mesa_format format); bool st_compressed_format_fallback(struct st_context *st, mesa_format format); void st_convert_image(const struct st_context *st, const struct gl_image_unit *u, struct pipe_image_view *img, unsigned shader_access); void st_convert_image_from_unit(const struct st_context *st, struct pipe_image_view *img, GLuint imgUnit, unsigned shader_access); void st_convert_sampler(const struct st_context *st, const struct gl_texture_object *texobj, const struct gl_sampler_object *msamp, float tex_unit_lod_bias, struct pipe_sampler_state *sampler, bool seamless_cube_map); void st_convert_sampler_from_unit(const struct st_context *st, struct pipe_sampler_state *sampler, GLuint texUnit); struct pipe_sampler_view * st_update_single_texture(struct st_context *st, GLuint texUnit, bool glsl130_or_later, bool ignore_srgb_decode, bool get_reference); unsigned st_get_sampler_views(struct st_context *st, enum pipe_shader_type shader_stage, const struct gl_program *prog, struct pipe_sampler_view **sampler_views); void st_make_bound_samplers_resident(struct st_context *st, struct gl_program *prog); void st_make_bound_images_resident(struct st_context *st, struct gl_program *prog); #endif