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/**************************************************************************
*
* Copyright 2007 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.
*
**************************************************************************/
/**
* @file
*
* Screen, Adapter or GPU
*
* These are driver functions/facilities that are context independent.
*/
#ifndef P_SCREEN_H
#define P_SCREEN_H
#include "pipe/p_compiler.h"
#include "pipe/p_format.h"
#include "pipe/p_defines.h"
#ifdef __cplusplus
extern "C" {
#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
* hardware-specific that doesn't actually require a rendering
* context.
*/
struct pipe_screen {
struct pipe_winsys *winsys;
void (*destroy)( struct pipe_screen * );
const char *(*get_name)( struct pipe_screen * );
const char *(*get_vendor)( struct pipe_screen * );
/**
* Query an integer-valued capability/parameter/limit
* \param param one of PIPE_CAP_x
*/
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 *, 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 bindings bitmask of PIPE_BIND_*
*/
boolean (*is_format_supported)( struct pipe_screen *,
enum pipe_format format,
enum pipe_texture_target target,
unsigned sample_count,
unsigned bindings );
/**
* Create a new texture object, using the given template info.
*/
struct pipe_resource * (*resource_create)(struct pipe_screen *,
const struct pipe_resource *templat);
/**
* 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_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.
*/
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);
/**
* 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 );
};
#ifdef __cplusplus
}
#endif
#endif /* P_SCREEN_H */
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