/* * Copyright © 2011 Intel Corporation * * 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, sublicense, * 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 NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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. */ #pragma once #include #include "blorp/blorp.h" #include "compiler/glsl/list.h" #ifdef __cplusplus extern "C" { #endif /** * \brief Map of miptree slices to needed resolves. * * The map is implemented as a linear doubly-linked list. * * In the intel_resolve_map*() functions, the \c head argument is not * inspected for its data. It only serves as an anchor for the list. * * \par Design Discussion * * There are two possible ways to record which miptree slices need * resolves. 1) Maintain a flag for every miptree slice in the texture, * likely in intel_mipmap_level::slice, or 2) maintain a list of only * those slices that need a resolve. * * Immediately before drawing, a full depth resolve performed on each * enabled depth texture. If design 1 were chosen, then at each draw call * it would be necessary to iterate over each miptree slice of each * enabled depth texture in order to query if each slice needed a resolve. * In the worst case, this would require 2^16 iterations: 16 texture * units, 16 miplevels, and 256 depth layers (assuming maximums for OpenGL * 2.1). * * By choosing design 2, the number of iterations is exactly the minimum * necessary. */ struct intel_resolve_map { struct exec_node link; uint32_t level; uint32_t layer; enum blorp_hiz_op need; }; void intel_resolve_map_set(struct exec_list *resolve_map, uint32_t level, uint32_t layer, enum blorp_hiz_op need); struct intel_resolve_map * intel_resolve_map_get(struct exec_list *resolve_map, uint32_t level, uint32_t layer); void intel_resolve_map_remove(struct intel_resolve_map *resolve_map); void intel_resolve_map_clear(struct exec_list *resolve_map); #ifdef __cplusplus } /* extern "C" */ #endif