85 lines
2.7 KiB
C
85 lines
2.7 KiB
C
/**************************************************************************
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*
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* Copyright 2003 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#ifndef _INTEL_TEX_OBJ_H
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#define _INTEL_TEX_OBJ_H
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#include "swrast/s_context.h"
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struct intel_texture_object
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{
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struct gl_texture_object base;
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/* This is a mirror of base._MaxLevel, updated at validate time,
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* except that we don't bother with the non-base levels for
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* non-mipmapped textures.
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*/
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unsigned int _MaxLevel;
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/* On validation any active images held in main memory or in other
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* regions will be copied to this region and the old storage freed.
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*/
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struct intel_mipmap_tree *mt;
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/**
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* Set when mipmap trees in the texture images of this texture object
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* might not all be the mipmap tree above.
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*/
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bool needs_validate;
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};
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/**
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* intel_texture_image is a subclass of swrast_texture_image because we
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* sometimes fall back to using the swrast module for software rendering.
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*/
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struct intel_texture_image
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{
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struct swrast_texture_image base;
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/* If intelImage->mt != NULL, image data is stored here.
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* Else if intelImage->base.Buffer != NULL, image is stored there.
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* Else there is no image data.
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*/
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struct intel_mipmap_tree *mt;
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};
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static inline struct intel_texture_object *
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intel_texture_object(struct gl_texture_object *obj)
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{
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return (struct intel_texture_object *) obj;
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}
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static inline struct intel_texture_image *
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intel_texture_image(struct gl_texture_image *img)
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{
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return (struct intel_texture_image *) img;
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}
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#endif /* _INTEL_TEX_OBJ_H */
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