2 * Copyright © 2011 Intel Corporation
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5 * copy of this software and associated documentation files (the "Software"),
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28 enum intel_need_resolve {
29 INTEL_NEED_HIZ_RESOLVE,
30 INTEL_NEED_DEPTH_RESOLVE,
34 * \brief Map of miptree slices to needed resolves.
36 * The map is implemented as a linear doubly-linked list.
38 * In the intel_resolve_map*() functions, the \c head argument is not
39 * inspected for its data. It only serves as an anchor for the list.
41 * \par Design Discussion
43 * There are two possible ways to record which miptree slices need
44 * resolves. 1) Maintain a flag for every miptree slice in the texture,
45 * likely in intel_mipmap_level::slice, or 2) maintain a list of only
46 * those slices that need a resolve.
48 * Immediately before drawing, a full depth resolve performed on each
49 * enabled depth texture. If design 1 were chosen, then at each draw call
50 * it would be necessary to iterate over each miptree slice of each
51 * enabled depth texture in order to query if each slice needed a resolve.
52 * In the worst case, this would require 2^16 iterations: 16 texture
53 * units, 16 miplevels, and 256 depth layers (assuming maximums for OpenGL
56 * By choosing design 2, the number of iterations is exactly the minimum
59 struct intel_resolve_map {
62 enum intel_need_resolve need;
64 struct intel_resolve_map *next;
65 struct intel_resolve_map *prev;
69 intel_resolve_map_set(struct intel_resolve_map *head,
72 enum intel_need_resolve need);
74 struct intel_resolve_map*
75 intel_resolve_map_get(struct intel_resolve_map *head,
80 intel_resolve_map_remove(struct intel_resolve_map *elem);
83 intel_resolve_map_clear(struct intel_resolve_map *head);