⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 intel_mipmap_tree.h

📁 mesa-6.5-minigui源码
💻 H
字号:
/************************************************************************** *  * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 TUNGSTEN GRAPHICS 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 INTEL_MIPMAP_TREE_H#define INTEL_MIPMAP_TREE_H#include "intel_regions.h"/* A layer on top of the intel_regions code which adds: * * - Code to size and layout a region to hold a set of mipmaps. * - Query to determine if a new image fits in an existing tree. * - More refcounting  *     - maybe able to remove refcounting from intel_region? * - ? * * The fixed mipmap layout of intel hardware where one offset * specifies the position of all images in a mipmap hierachy * complicates the implementation of GL texture image commands, * compared to hardware where each image is specified with an * independent offset. * * In an ideal world, each texture object would be associated with a * single bufmgr buffer or 2d intel_region, and all the images within * the texture object would slot into the tree as they arrive.  The * reality can be a little messier, as images can arrive from the user * with sizes that don't fit in the existing tree, or in an order * where the tree layout cannot be guessed immediately.   *  * This structure encodes an idealized mipmap tree.  The GL image * commands build these where possible, otherwise store the images in * temporary system buffers. *//** * Describes the location of each texture image within a texture region. */struct intel_mipmap_offset {   GLuint offset;    GLuint width;   GLuint height;   GLuint depth;   GLuint depth_image_stride;};struct intel_mipmap_tree {   /* Effectively the key:    */   GLenum target;   GLenum internal_format;   GLuint first_level;   GLuint last_level;   GLuint width0, height0, depth0; /**< Level zero image dimensions */   GLuint cpp;   GLboolean compressed;   /* Derived from the above:    */      GLuint pitch;   GLuint depth_pitch;		/* per-image on i945? */   GLuint total_height;   struct intel_mipmap_offset offset[MAX_FACES][MAX_TEXTURE_LEVELS];   /* The data is held here:    */   struct intel_region *region;   /* These are also refcounted:    */   GLuint refcount;};struct intel_mipmap_tree *intel_miptree_create( struct intel_context *intel,						GLenum target,						GLenum internal_format,						GLuint first_level,						GLuint last_level,						GLuint width0,						GLuint height0,						GLuint depth0,						GLuint cpp,						GLboolean compressed);void intel_miptree_reference( struct intel_mipmap_tree **dst,			      struct intel_mipmap_tree *src );void intel_miptree_release( struct intel_context *intel,			    struct intel_mipmap_tree **mt );/* Check if an image fits an existing mipmap tree layout */GLboolean intel_miptree_match_image( struct intel_mipmap_tree *mt, 				     struct gl_texture_image *image,				     GLuint face,				     GLuint level );/* Return a pointer to an image within a tree.  Return image stride as * well. */GLubyte *intel_miptree_image_map( struct intel_context *intel,				  struct intel_mipmap_tree *mt,				  GLuint face,				  GLuint level,				  GLuint *row_stride,				  GLuint *image_stride);void intel_miptree_image_unmap( struct intel_context *intel,				struct intel_mipmap_tree *mt );/* Return the linear offset of an image relative to the start of the * tree: */GLuint intel_miptree_image_offset( struct intel_mipmap_tree *mt,				   GLuint face,				   GLuint level );void intel_miptree_set_image_offset(struct intel_mipmap_tree *mt,				    GLuint face,				    GLuint level,				    GLuint x, GLuint y,				    GLuint w, GLuint h, GLuint d);GLuint intel_miptree_depth_image_stride(struct intel_mipmap_tree *mt,					GLuint face,					GLuint level);/* Upload an image into a tree */void intel_miptree_image_data(struct intel_context *intel, 			      struct intel_mipmap_tree *dst,			      GLuint face,			      GLuint level,			      void *src, 			      GLuint src_row_pitch,			      GLuint src_image_pitch);/* Copy an image between two trees */void intel_miptree_image_copy( struct intel_context *intel,			       struct intel_mipmap_tree *dst,			       GLuint face, GLuint level,			       struct intel_mipmap_tree *src );/* i915_mipmap_tree.c: */GLboolean i915_miptree_layout( struct intel_mipmap_tree *mt );GLboolean i945_miptree_layout( struct intel_mipmap_tree *mt );#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -