diff options
Diffstat (limited to 'mesalib/src/gallium/auxiliary/util/u_blit.c')
-rw-r--r-- | mesalib/src/gallium/auxiliary/util/u_blit.c | 1584 |
1 files changed, 794 insertions, 790 deletions
diff --git a/mesalib/src/gallium/auxiliary/util/u_blit.c b/mesalib/src/gallium/auxiliary/util/u_blit.c index e892a4a77..87530e94a 100644 --- a/mesalib/src/gallium/auxiliary/util/u_blit.c +++ b/mesalib/src/gallium/auxiliary/util/u_blit.c @@ -1,790 +1,794 @@ -/**************************************************************************
- *
- * Copyright 2008 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
- * Copy/blit pixel rect between surfaces
- *
- * @author Brian Paul
- */
-
-
-#include "pipe/p_context.h"
-#include "util/u_debug.h"
-#include "pipe/p_defines.h"
-#include "util/u_inlines.h"
-#include "pipe/p_shader_tokens.h"
-#include "pipe/p_state.h"
-
-#include "util/u_blit.h"
-#include "util/u_draw_quad.h"
-#include "util/u_format.h"
-#include "util/u_math.h"
-#include "util/u_memory.h"
-#include "util/u_sampler.h"
-#include "util/u_simple_shaders.h"
-
-#include "cso_cache/cso_context.h"
-
-
-struct blit_state
-{
- struct pipe_context *pipe;
- struct cso_context *cso;
-
- struct pipe_blend_state blend;
- struct pipe_depth_stencil_alpha_state depthstencil_keep;
- struct pipe_depth_stencil_alpha_state depthstencil_write;
- struct pipe_rasterizer_state rasterizer;
- struct pipe_sampler_state sampler;
- struct pipe_viewport_state viewport;
- struct pipe_clip_state clip;
- struct pipe_vertex_element velem[2];
- enum pipe_texture_target internal_target;
-
- void *vs;
- void *fs[TGSI_WRITEMASK_XYZW + 1];
- void *fs_depth;
-
- struct pipe_resource *vbuf; /**< quad vertices */
- unsigned vbuf_slot;
-
- float vertices[4][2][4]; /**< vertex/texcoords for quad */
-};
-
-
-/**
- * Create state object for blit.
- * Intended to be created once and re-used for many blit() calls.
- */
-struct blit_state *
-util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
-{
- struct blit_state *ctx;
- uint i;
-
- ctx = CALLOC_STRUCT(blit_state);
- if (!ctx)
- return NULL;
-
- ctx->pipe = pipe;
- ctx->cso = cso;
-
- /* disabled blending/masking */
- memset(&ctx->blend, 0, sizeof(ctx->blend));
- ctx->blend.rt[0].colormask = PIPE_MASK_RGBA;
-
- /* no-op depth/stencil/alpha */
- memset(&ctx->depthstencil_keep, 0, sizeof(ctx->depthstencil_keep));
- memset(&ctx->depthstencil_write, 0, sizeof(ctx->depthstencil_write));
- ctx->depthstencil_write.depth.enabled = 1;
- ctx->depthstencil_write.depth.writemask = 1;
- ctx->depthstencil_write.depth.func = PIPE_FUNC_ALWAYS;
-
- /* rasterizer */
- memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
- ctx->rasterizer.cull_face = PIPE_FACE_NONE;
- ctx->rasterizer.gl_rasterization_rules = 1;
-
- /* samplers */
- memset(&ctx->sampler, 0, sizeof(ctx->sampler));
- ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
- ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
- ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
- ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
- ctx->sampler.min_img_filter = 0; /* set later */
- ctx->sampler.mag_img_filter = 0; /* set later */
-
- /* vertex elements state */
- memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2);
- for (i = 0; i < 2; i++) {
- ctx->velem[i].src_offset = i * 4 * sizeof(float);
- ctx->velem[i].instance_divisor = 0;
- ctx->velem[i].vertex_buffer_index = 0;
- ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
- }
-
- ctx->vbuf = NULL;
-
- /* init vertex data that doesn't change */
- for (i = 0; i < 4; i++) {
- ctx->vertices[i][0][3] = 1.0f; /* w */
- ctx->vertices[i][1][2] = 0.0f; /* r */
- ctx->vertices[i][1][3] = 1.0f; /* q */
- }
-
- if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
- ctx->internal_target = PIPE_TEXTURE_2D;
- else
- ctx->internal_target = PIPE_TEXTURE_RECT;
-
- return ctx;
-}
-
-
-/**
- * Destroy a blit context
- */
-void
-util_destroy_blit(struct blit_state *ctx)
-{
- struct pipe_context *pipe = ctx->pipe;
- unsigned i;
-
- if (ctx->vs)
- pipe->delete_vs_state(pipe, ctx->vs);
-
- for (i = 0; i < Elements(ctx->fs); i++)
- if (ctx->fs[i])
- pipe->delete_fs_state(pipe, ctx->fs[i]);
-
- if (ctx->fs_depth)
- pipe->delete_fs_state(pipe, ctx->fs_depth);
-
- pipe_resource_reference(&ctx->vbuf, NULL);
-
- FREE(ctx);
-}
-
-
-/**
- * Helper function to set the fragment shaders.
- */
-static INLINE void
-set_fragment_shader(struct blit_state *ctx, uint writemask)
-{
- if (!ctx->fs[writemask])
- ctx->fs[writemask] =
- util_make_fragment_tex_shader_writemask(ctx->pipe, TGSI_TEXTURE_2D,
- TGSI_INTERPOLATE_LINEAR,
- writemask);
-
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
-}
-
-
-/**
- * Helper function to set the depthwrite shader.
- */
-static INLINE void
-set_depth_fragment_shader(struct blit_state *ctx)
-{
- if (!ctx->fs_depth)
- ctx->fs_depth =
- util_make_fragment_tex_shader_writedepth(ctx->pipe, TGSI_TEXTURE_2D,
- TGSI_INTERPOLATE_LINEAR);
-
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth);
-}
-
-
-/**
- * Helper function to set the vertex shader.
- */
-static INLINE void
-set_vertex_shader(struct blit_state *ctx)
-{
- /* vertex shader - still required to provide the linkage between
- * fragment shader input semantics and vertex_element/buffers.
- */
- if (!ctx->vs) {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_GENERIC };
- const uint semantic_indexes[] = { 0, 0 };
- ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
- semantic_names,
- semantic_indexes);
- }
-
- cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
-}
-
-
-/**
- * Get offset of next free slot in vertex buffer for quad vertices.
- */
-static unsigned
-get_next_slot( struct blit_state *ctx )
-{
- const unsigned max_slots = 4096 / sizeof ctx->vertices;
-
- if (ctx->vbuf_slot >= max_slots)
- util_blit_flush( ctx );
-
- if (!ctx->vbuf) {
- ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
- PIPE_BIND_VERTEX_BUFFER,
- PIPE_USAGE_STREAM,
- max_slots * sizeof ctx->vertices);
- }
-
- return ctx->vbuf_slot++ * sizeof ctx->vertices;
-}
-
-
-
-
-/**
- * Setup vertex data for the textured quad we'll draw.
- * Note: y=0=top
- */
-static unsigned
-setup_vertex_data_tex(struct blit_state *ctx,
- float x0, float y0, float x1, float y1,
- float s0, float t0, float s1, float t1,
- float z)
-{
- unsigned offset;
-
- ctx->vertices[0][0][0] = x0;
- ctx->vertices[0][0][1] = y0;
- ctx->vertices[0][0][2] = z;
- ctx->vertices[0][1][0] = s0; /*s*/
- ctx->vertices[0][1][1] = t0; /*t*/
-
- ctx->vertices[1][0][0] = x1;
- ctx->vertices[1][0][1] = y0;
- ctx->vertices[1][0][2] = z;
- ctx->vertices[1][1][0] = s1; /*s*/
- ctx->vertices[1][1][1] = t0; /*t*/
-
- ctx->vertices[2][0][0] = x1;
- ctx->vertices[2][0][1] = y1;
- ctx->vertices[2][0][2] = z;
- ctx->vertices[2][1][0] = s1;
- ctx->vertices[2][1][1] = t1;
-
- ctx->vertices[3][0][0] = x0;
- ctx->vertices[3][0][1] = y1;
- ctx->vertices[3][0][2] = z;
- ctx->vertices[3][1][0] = s0;
- ctx->vertices[3][1][1] = t1;
-
- offset = get_next_slot( ctx );
-
- pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
- offset, sizeof(ctx->vertices), ctx->vertices);
-
- return offset;
-}
-
-
-/**
- * \return TRUE if two regions overlap, FALSE otherwise
- */
-static boolean
-regions_overlap(int srcX0, int srcY0,
- int srcX1, int srcY1,
- int dstX0, int dstY0,
- int dstX1, int dstY1)
-{
- if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
- return FALSE; /* src completely left of dst */
-
- if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
- return FALSE; /* dst completely left of src */
-
- if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
- return FALSE; /* src completely above dst */
-
- if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
- return FALSE; /* dst completely above src */
-
- return TRUE; /* some overlap */
-}
-
-
-/**
- * Copy pixel block from src surface to dst surface.
- * Overlapping regions are acceptable.
- * Flipping and stretching are supported.
- * \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
- * \param writemask controls which channels in the dest surface are sourced
- * from the src surface. Disabled channels are sourced
- * from (0,0,0,1).
- * XXX need some control over blitting stencil.
- */
-void
-util_blit_pixels_writemask(struct blit_state *ctx,
- struct pipe_resource *src_tex,
- unsigned src_level,
- int srcX0, int srcY0,
- int srcX1, int srcY1,
- int srcZ0,
- struct pipe_surface *dst,
- int dstX0, int dstY0,
- int dstX1, int dstY1,
- float z, uint filter,
- uint writemask)
-{
- struct pipe_context *pipe = ctx->pipe;
- struct pipe_screen *screen = pipe->screen;
- enum pipe_format src_format, dst_format;
- struct pipe_sampler_view *sampler_view = NULL;
- struct pipe_sampler_view sv_templ;
- struct pipe_surface *dst_surface;
- struct pipe_framebuffer_state fb;
- const int srcW = abs(srcX1 - srcX0);
- const int srcH = abs(srcY1 - srcY0);
- unsigned offset;
- boolean overlap, dst_is_depth;
- float s0, t0, s1, t1;
- boolean normalized;
-
- assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
- filter == PIPE_TEX_MIPFILTER_LINEAR);
-
- assert(src_level <= src_tex->last_level);
-
- /* do the regions overlap? */
- overlap = src_tex == dst->texture &&
- dst->u.tex.level == src_level &&
- dst->u.tex.first_layer == srcZ0 &&
- regions_overlap(srcX0, srcY0, srcX1, srcY1,
- dstX0, dstY0, dstX1, dstY1);
-
- src_format = util_format_linear(src_tex->format);
- dst_format = util_format_linear(dst->format);
-
- /*
- * Check for simple case: no format conversion, no flipping, no stretching,
- * no overlapping.
- * Filter mode should not matter since there's no stretching.
- */
- if (dst_format == src_format &&
- srcX0 < srcX1 &&
- dstX0 < dstX1 &&
- srcY0 < srcY1 &&
- dstY0 < dstY1 &&
- (dstX1 - dstX0) == (srcX1 - srcX0) &&
- (dstY1 - dstY0) == (srcY1 - srcY0) &&
- !overlap) {
- struct pipe_box src_box;
- src_box.x = srcX0;
- src_box.y = srcY0;
- src_box.z = srcZ0;
- src_box.width = srcW;
- src_box.height = srcH;
- src_box.depth = 1;
- pipe->resource_copy_region(pipe,
- dst->texture, dst->u.tex.level,
- dstX0, dstY0, dst->u.tex.first_layer,/* dest */
- src_tex, src_level,
- &src_box);
- return;
- }
-
- if (dst_format == dst->format) {
- dst_surface = dst;
- } else {
- struct pipe_surface templ = *dst;
- templ.format = dst_format;
- dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
- }
-
- /* Create a temporary texture when src and dest alias or when src
- * is anything other than a 2d texture.
- * XXX should just use appropriate shader to access 1d / 3d slice / cube face,
- * much like the u_blitter code does (should be pretty trivial).
- *
- * This can still be improved upon.
- */
- if ((src_tex == dst_surface->texture &&
- dst_surface->u.tex.level == src_level &&
- dst_surface->u.tex.first_layer == srcZ0) ||
- (src_tex->target != PIPE_TEXTURE_2D &&
- src_tex->target != PIPE_TEXTURE_2D &&
- src_tex->target != PIPE_TEXTURE_RECT))
- {
- struct pipe_resource texTemp;
- struct pipe_resource *tex;
- struct pipe_sampler_view sv_templ;
- struct pipe_box src_box;
- const int srcLeft = MIN2(srcX0, srcX1);
- const int srcTop = MIN2(srcY0, srcY1);
-
- if (srcLeft != srcX0) {
- /* left-right flip */
- int tmp = dstX0;
- dstX0 = dstX1;
- dstX1 = tmp;
- }
-
- if (srcTop != srcY0) {
- /* up-down flip */
- int tmp = dstY0;
- dstY0 = dstY1;
- dstY1 = tmp;
- }
-
- /* create temp texture */
- memset(&texTemp, 0, sizeof(texTemp));
- texTemp.target = ctx->internal_target;
- texTemp.format = src_format;
- texTemp.last_level = 0;
- texTemp.width0 = srcW;
- texTemp.height0 = srcH;
- texTemp.depth0 = 1;
- texTemp.array_size = 1;
- texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
-
- tex = screen->resource_create(screen, &texTemp);
- if (!tex)
- return;
-
- src_box.x = srcLeft;
- src_box.y = srcTop;
- src_box.z = srcZ0;
- src_box.width = srcW;
- src_box.height = srcH;
- src_box.depth = 1;
- /* load temp texture */
- pipe->resource_copy_region(pipe,
- tex, 0, 0, 0, 0, /* dest */
- src_tex, src_level, &src_box);
-
- normalized = tex->target != PIPE_TEXTURE_RECT;
- if(normalized) {
- s0 = 0.0f;
- s1 = 1.0f;
- t0 = 0.0f;
- t1 = 1.0f;
- }
- else {
- s0 = 0;
- s1 = srcW;
- t0 = 0;
- t1 = srcH;
- }
-
- u_sampler_view_default_template(&sv_templ, tex, tex->format);
- sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
-
- if (!sampler_view) {
- pipe_resource_reference(&tex, NULL);
- return;
- }
- pipe_resource_reference(&tex, NULL);
- }
- else {
- u_sampler_view_default_template(&sv_templ, src_tex, src_format);
- sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
-
- if (!sampler_view) {
- return;
- }
-
- s0 = srcX0;
- s1 = srcX1;
- t0 = srcY0;
- t1 = srcY1;
- normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
- if(normalized)
- {
- s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
- s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
- t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
- t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
- }
- }
-
- dst_is_depth = util_format_is_depth_or_stencil(dst_format);
-
- assert(screen->is_format_supported(screen, sampler_view->format, ctx->internal_target,
- sampler_view->texture->nr_samples,
- PIPE_BIND_SAMPLER_VIEW));
- assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
- dst_surface->texture->nr_samples,
- dst_is_depth ? PIPE_BIND_DEPTH_STENCIL :
- PIPE_BIND_RENDER_TARGET));
- /* save state (restored below) */
- cso_save_blend(ctx->cso);
- cso_save_depth_stencil_alpha(ctx->cso);
- cso_save_rasterizer(ctx->cso);
- cso_save_samplers(ctx->cso);
- cso_save_fragment_sampler_views(ctx->cso);
- cso_save_viewport(ctx->cso);
- cso_save_framebuffer(ctx->cso);
- cso_save_fragment_shader(ctx->cso);
- cso_save_vertex_shader(ctx->cso);
- cso_save_clip(ctx->cso);
- cso_save_vertex_elements(ctx->cso);
- cso_save_vertex_buffers(ctx->cso);
-
- /* set misc state we care about */
- cso_set_blend(ctx->cso, &ctx->blend);
- cso_set_depth_stencil_alpha(ctx->cso,
- dst_is_depth ? &ctx->depthstencil_write :
- &ctx->depthstencil_keep);
- cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
- cso_set_clip(ctx->cso, &ctx->clip);
- cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
-
- /* sampler */
- ctx->sampler.normalized_coords = normalized;
- ctx->sampler.min_img_filter = filter;
- ctx->sampler.mag_img_filter = filter;
- ctx->sampler.min_lod = src_level;
- ctx->sampler.max_lod = src_level;
- cso_single_sampler(ctx->cso, 0, &ctx->sampler);
- cso_single_sampler_done(ctx->cso);
-
- /* viewport */
- ctx->viewport.scale[0] = 0.5f * dst_surface->width;
- ctx->viewport.scale[1] = 0.5f * dst_surface->height;
- ctx->viewport.scale[2] = 0.5f;
- ctx->viewport.scale[3] = 1.0f;
- ctx->viewport.translate[0] = 0.5f * dst_surface->width;
- ctx->viewport.translate[1] = 0.5f * dst_surface->height;
- ctx->viewport.translate[2] = 0.5f;
- ctx->viewport.translate[3] = 0.0f;
- cso_set_viewport(ctx->cso, &ctx->viewport);
-
- /* texture */
- cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
-
- /* shaders */
- if (dst_is_depth) {
- set_depth_fragment_shader(ctx);
- } else {
- set_fragment_shader(ctx, writemask);
- }
- set_vertex_shader(ctx);
-
- /* drawing dest */
- memset(&fb, 0, sizeof(fb));
- fb.width = dst_surface->width;
- fb.height = dst_surface->height;
- if (dst_is_depth) {
- fb.zsbuf = dst_surface;
- } else {
- fb.nr_cbufs = 1;
- fb.cbufs[0] = dst_surface;
- }
- cso_set_framebuffer(ctx->cso, &fb);
-
- /* draw quad */
- offset = setup_vertex_data_tex(ctx,
- (float) dstX0 / dst_surface->width * 2.0f - 1.0f,
- (float) dstY0 / dst_surface->height * 2.0f - 1.0f,
- (float) dstX1 / dst_surface->width * 2.0f - 1.0f,
- (float) dstY1 / dst_surface->height * 2.0f - 1.0f,
- s0, t0,
- s1, t1,
- z);
-
- util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset,
- PIPE_PRIM_TRIANGLE_FAN,
- 4, /* verts */
- 2); /* attribs/vert */
-
- /* restore state we changed */
- cso_restore_blend(ctx->cso);
- cso_restore_depth_stencil_alpha(ctx->cso);
- cso_restore_rasterizer(ctx->cso);
- cso_restore_samplers(ctx->cso);
- cso_restore_fragment_sampler_views(ctx->cso);
- cso_restore_viewport(ctx->cso);
- cso_restore_framebuffer(ctx->cso);
- cso_restore_fragment_shader(ctx->cso);
- cso_restore_vertex_shader(ctx->cso);
- cso_restore_clip(ctx->cso);
- cso_restore_vertex_elements(ctx->cso);
- cso_restore_vertex_buffers(ctx->cso);
-
- pipe_sampler_view_reference(&sampler_view, NULL);
- if (dst_surface != dst)
- pipe_surface_reference(&dst_surface, NULL);
-}
-
-
-void
-util_blit_pixels(struct blit_state *ctx,
- struct pipe_resource *src_tex,
- unsigned src_level,
- int srcX0, int srcY0,
- int srcX1, int srcY1,
- int srcZ,
- struct pipe_surface *dst,
- int dstX0, int dstY0,
- int dstX1, int dstY1,
- float z, uint filter )
-{
- util_blit_pixels_writemask( ctx, src_tex,
- src_level,
- srcX0, srcY0,
- srcX1, srcY1,
- srcZ,
- dst,
- dstX0, dstY0,
- dstX1, dstY1,
- z, filter,
- TGSI_WRITEMASK_XYZW );
-}
-
-
-/* Release vertex buffer at end of frame to avoid synchronous
- * rendering.
- */
-void util_blit_flush( struct blit_state *ctx )
-{
- pipe_resource_reference(&ctx->vbuf, NULL);
- ctx->vbuf_slot = 0;
-}
-
-
-
-/**
- * Copy pixel block from src texture to dst surface.
- *
- * XXX Should support selection of level.
- * XXX need some control over blitting Z and/or stencil.
- */
-void
-util_blit_pixels_tex(struct blit_state *ctx,
- struct pipe_sampler_view *src_sampler_view,
- int srcX0, int srcY0,
- int srcX1, int srcY1,
- struct pipe_surface *dst,
- int dstX0, int dstY0,
- int dstX1, int dstY1,
- float z, uint filter)
-{
- boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
- struct pipe_framebuffer_state fb;
- float s0, t0, s1, t1;
- unsigned offset;
- struct pipe_resource *tex = src_sampler_view->texture;
-
- assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
- filter == PIPE_TEX_MIPFILTER_LINEAR);
-
- assert(tex);
- assert(tex->width0 != 0);
- assert(tex->height0 != 0);
-
- s0 = srcX0;
- s1 = srcX1;
- t0 = srcY0;
- t1 = srcY1;
-
- if(normalized)
- {
- s0 /= (float)tex->width0;
- s1 /= (float)tex->width0;
- t0 /= (float)tex->height0;
- t1 /= (float)tex->height0;
- }
-
- assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
- PIPE_TEXTURE_2D,
- dst->texture->nr_samples,
- PIPE_BIND_RENDER_TARGET));
-
- /* save state (restored below) */
- cso_save_blend(ctx->cso);
- cso_save_depth_stencil_alpha(ctx->cso);
- cso_save_rasterizer(ctx->cso);
- cso_save_samplers(ctx->cso);
- cso_save_fragment_sampler_views(ctx->cso);
- cso_save_viewport(ctx->cso);
- cso_save_framebuffer(ctx->cso);
- cso_save_fragment_shader(ctx->cso);
- cso_save_vertex_shader(ctx->cso);
- cso_save_clip(ctx->cso);
- cso_save_vertex_elements(ctx->cso);
- cso_save_vertex_buffers(ctx->cso);
-
- /* set misc state we care about */
- cso_set_blend(ctx->cso, &ctx->blend);
- cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil_keep);
- cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
- cso_set_clip(ctx->cso, &ctx->clip);
- cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
-
- /* sampler */
- ctx->sampler.normalized_coords = normalized;
- ctx->sampler.min_img_filter = filter;
- ctx->sampler.mag_img_filter = filter;
- cso_single_sampler(ctx->cso, 0, &ctx->sampler);
- cso_single_sampler_done(ctx->cso);
-
- /* viewport */
- ctx->viewport.scale[0] = 0.5f * dst->width;
- ctx->viewport.scale[1] = 0.5f * dst->height;
- ctx->viewport.scale[2] = 0.5f;
- ctx->viewport.scale[3] = 1.0f;
- ctx->viewport.translate[0] = 0.5f * dst->width;
- ctx->viewport.translate[1] = 0.5f * dst->height;
- ctx->viewport.translate[2] = 0.5f;
- ctx->viewport.translate[3] = 0.0f;
- cso_set_viewport(ctx->cso, &ctx->viewport);
-
- /* texture */
- cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
-
- /* shaders */
- set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW);
- set_vertex_shader(ctx);
-
- /* drawing dest */
- memset(&fb, 0, sizeof(fb));
- fb.width = dst->width;
- fb.height = dst->height;
- fb.nr_cbufs = 1;
- fb.cbufs[0] = dst;
- cso_set_framebuffer(ctx->cso, &fb);
-
- /* draw quad */
- offset = setup_vertex_data_tex(ctx,
- (float) dstX0 / dst->width * 2.0f - 1.0f,
- (float) dstY0 / dst->height * 2.0f - 1.0f,
- (float) dstX1 / dst->width * 2.0f - 1.0f,
- (float) dstY1 / dst->height * 2.0f - 1.0f,
- s0, t0, s1, t1,
- z);
-
- util_draw_vertex_buffer(ctx->pipe, ctx->cso,
- ctx->vbuf, offset,
- PIPE_PRIM_TRIANGLE_FAN,
- 4, /* verts */
- 2); /* attribs/vert */
-
- /* restore state we changed */
- cso_restore_blend(ctx->cso);
- cso_restore_depth_stencil_alpha(ctx->cso);
- cso_restore_rasterizer(ctx->cso);
- cso_restore_samplers(ctx->cso);
- cso_restore_fragment_sampler_views(ctx->cso);
- cso_restore_viewport(ctx->cso);
- cso_restore_framebuffer(ctx->cso);
- cso_restore_fragment_shader(ctx->cso);
- cso_restore_vertex_shader(ctx->cso);
- cso_restore_clip(ctx->cso);
- cso_restore_vertex_elements(ctx->cso);
- cso_restore_vertex_buffers(ctx->cso);
-}
+/************************************************************************** + * + * Copyright 2008 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 + * Copy/blit pixel rect between surfaces + * + * @author Brian Paul + */ + + +#include "pipe/p_context.h" +#include "util/u_debug.h" +#include "pipe/p_defines.h" +#include "util/u_inlines.h" +#include "pipe/p_shader_tokens.h" +#include "pipe/p_state.h" + +#include "util/u_blit.h" +#include "util/u_draw_quad.h" +#include "util/u_format.h" +#include "util/u_math.h" +#include "util/u_memory.h" +#include "util/u_sampler.h" +#include "util/u_simple_shaders.h" + +#include "cso_cache/cso_context.h" + + +struct blit_state +{ + struct pipe_context *pipe; + struct cso_context *cso; + + struct pipe_blend_state blend; + struct pipe_depth_stencil_alpha_state depthstencil_keep; + struct pipe_depth_stencil_alpha_state depthstencil_write; + struct pipe_rasterizer_state rasterizer; + struct pipe_sampler_state sampler; + struct pipe_viewport_state viewport; + struct pipe_clip_state clip; + struct pipe_vertex_element velem[2]; + enum pipe_texture_target internal_target; + + void *vs; + void *fs[TGSI_WRITEMASK_XYZW + 1]; + void *fs_depth; + + struct pipe_resource *vbuf; /**< quad vertices */ + unsigned vbuf_slot; + + float vertices[4][2][4]; /**< vertex/texcoords for quad */ +}; + + +/** + * Create state object for blit. + * Intended to be created once and re-used for many blit() calls. + */ +struct blit_state * +util_create_blit(struct pipe_context *pipe, struct cso_context *cso) +{ + struct blit_state *ctx; + uint i; + + ctx = CALLOC_STRUCT(blit_state); + if (!ctx) + return NULL; + + ctx->pipe = pipe; + ctx->cso = cso; + + /* disabled blending/masking */ + memset(&ctx->blend, 0, sizeof(ctx->blend)); + ctx->blend.rt[0].colormask = PIPE_MASK_RGBA; + + /* no-op depth/stencil/alpha */ + memset(&ctx->depthstencil_keep, 0, sizeof(ctx->depthstencil_keep)); + memset(&ctx->depthstencil_write, 0, sizeof(ctx->depthstencil_write)); + ctx->depthstencil_write.depth.enabled = 1; + ctx->depthstencil_write.depth.writemask = 1; + ctx->depthstencil_write.depth.func = PIPE_FUNC_ALWAYS; + + /* rasterizer */ + memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer)); + ctx->rasterizer.cull_face = PIPE_FACE_NONE; + ctx->rasterizer.gl_rasterization_rules = 1; + + /* samplers */ + memset(&ctx->sampler, 0, sizeof(ctx->sampler)); + ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; + ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; + ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; + ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; + ctx->sampler.min_img_filter = 0; /* set later */ + ctx->sampler.mag_img_filter = 0; /* set later */ + + /* vertex elements state */ + memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2); + for (i = 0; i < 2; i++) { + ctx->velem[i].src_offset = i * 4 * sizeof(float); + ctx->velem[i].instance_divisor = 0; + ctx->velem[i].vertex_buffer_index = 0; + ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; + } + + ctx->vbuf = NULL; + + /* init vertex data that doesn't change */ + for (i = 0; i < 4; i++) { + ctx->vertices[i][0][3] = 1.0f; /* w */ + ctx->vertices[i][1][2] = 0.0f; /* r */ + ctx->vertices[i][1][3] = 1.0f; /* q */ + } + + if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES)) + ctx->internal_target = PIPE_TEXTURE_2D; + else + ctx->internal_target = PIPE_TEXTURE_RECT; + + return ctx; +} + + +/** + * Destroy a blit context + */ +void +util_destroy_blit(struct blit_state *ctx) +{ + struct pipe_context *pipe = ctx->pipe; + unsigned i; + + if (ctx->vs) + pipe->delete_vs_state(pipe, ctx->vs); + + for (i = 0; i < Elements(ctx->fs); i++) + if (ctx->fs[i]) + pipe->delete_fs_state(pipe, ctx->fs[i]); + + if (ctx->fs_depth) + pipe->delete_fs_state(pipe, ctx->fs_depth); + + pipe_resource_reference(&ctx->vbuf, NULL); + + FREE(ctx); +} + + +/** + * Helper function to set the fragment shaders. + */ +static INLINE void +set_fragment_shader(struct blit_state *ctx, uint writemask) +{ + if (!ctx->fs[writemask]) + ctx->fs[writemask] = + util_make_fragment_tex_shader_writemask(ctx->pipe, TGSI_TEXTURE_2D, + TGSI_INTERPOLATE_LINEAR, + writemask); + + cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]); +} + + +/** + * Helper function to set the depthwrite shader. + */ +static INLINE void +set_depth_fragment_shader(struct blit_state *ctx) +{ + if (!ctx->fs_depth) + ctx->fs_depth = + util_make_fragment_tex_shader_writedepth(ctx->pipe, TGSI_TEXTURE_2D, + TGSI_INTERPOLATE_LINEAR); + + cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth); +} + + +/** + * Helper function to set the vertex shader. + */ +static INLINE void +set_vertex_shader(struct blit_state *ctx) +{ + /* vertex shader - still required to provide the linkage between + * fragment shader input semantics and vertex_element/buffers. + */ + if (!ctx->vs) { + const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, + TGSI_SEMANTIC_GENERIC }; + const uint semantic_indexes[] = { 0, 0 }; + ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2, + semantic_names, + semantic_indexes); + } + + cso_set_vertex_shader_handle(ctx->cso, ctx->vs); +} + + +/** + * Get offset of next free slot in vertex buffer for quad vertices. + */ +static unsigned +get_next_slot( struct blit_state *ctx ) +{ + const unsigned max_slots = 4096 / sizeof ctx->vertices; + + if (ctx->vbuf_slot >= max_slots) + util_blit_flush( ctx ); + + if (!ctx->vbuf) { + ctx->vbuf = pipe_buffer_create(ctx->pipe->screen, + PIPE_BIND_VERTEX_BUFFER, + PIPE_USAGE_STREAM, + max_slots * sizeof ctx->vertices); + } + + return ctx->vbuf_slot++ * sizeof ctx->vertices; +} + + + + +/** + * Setup vertex data for the textured quad we'll draw. + * Note: y=0=top + */ +static unsigned +setup_vertex_data_tex(struct blit_state *ctx, + float x0, float y0, float x1, float y1, + float s0, float t0, float s1, float t1, + float z) +{ + unsigned offset; + + ctx->vertices[0][0][0] = x0; + ctx->vertices[0][0][1] = y0; + ctx->vertices[0][0][2] = z; + ctx->vertices[0][1][0] = s0; /*s*/ + ctx->vertices[0][1][1] = t0; /*t*/ + + ctx->vertices[1][0][0] = x1; + ctx->vertices[1][0][1] = y0; + ctx->vertices[1][0][2] = z; + ctx->vertices[1][1][0] = s1; /*s*/ + ctx->vertices[1][1][1] = t0; /*t*/ + + ctx->vertices[2][0][0] = x1; + ctx->vertices[2][0][1] = y1; + ctx->vertices[2][0][2] = z; + ctx->vertices[2][1][0] = s1; + ctx->vertices[2][1][1] = t1; + + ctx->vertices[3][0][0] = x0; + ctx->vertices[3][0][1] = y1; + ctx->vertices[3][0][2] = z; + ctx->vertices[3][1][0] = s0; + ctx->vertices[3][1][1] = t1; + + offset = get_next_slot( ctx ); + + pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf, + offset, sizeof(ctx->vertices), ctx->vertices); + + return offset; +} + + +/** + * \return TRUE if two regions overlap, FALSE otherwise + */ +static boolean +regions_overlap(int srcX0, int srcY0, + int srcX1, int srcY1, + int dstX0, int dstY0, + int dstX1, int dstY1) +{ + if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1)) + return FALSE; /* src completely left of dst */ + + if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1)) + return FALSE; /* dst completely left of src */ + + if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1)) + return FALSE; /* src completely above dst */ + + if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1)) + return FALSE; /* dst completely above src */ + + return TRUE; /* some overlap */ +} + + +/** + * Copy pixel block from src surface to dst surface. + * Overlapping regions are acceptable. + * Flipping and stretching are supported. + * \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR + * \param writemask controls which channels in the dest surface are sourced + * from the src surface. Disabled channels are sourced + * from (0,0,0,1). + * XXX need some control over blitting stencil. + */ +void +util_blit_pixels_writemask(struct blit_state *ctx, + struct pipe_resource *src_tex, + unsigned src_level, + int srcX0, int srcY0, + int srcX1, int srcY1, + int srcZ0, + struct pipe_surface *dst, + int dstX0, int dstY0, + int dstX1, int dstY1, + float z, uint filter, + uint writemask) +{ + struct pipe_context *pipe = ctx->pipe; + struct pipe_screen *screen = pipe->screen; + enum pipe_format src_format, dst_format; + struct pipe_sampler_view *sampler_view = NULL; + struct pipe_sampler_view sv_templ; + struct pipe_surface *dst_surface; + struct pipe_framebuffer_state fb; + const int srcW = abs(srcX1 - srcX0); + const int srcH = abs(srcY1 - srcY0); + unsigned offset; + boolean overlap, dst_is_depth; + float s0, t0, s1, t1; + boolean normalized; + + assert(filter == PIPE_TEX_MIPFILTER_NEAREST || + filter == PIPE_TEX_MIPFILTER_LINEAR); + + assert(src_level <= src_tex->last_level); + + /* do the regions overlap? */ + overlap = src_tex == dst->texture && + dst->u.tex.level == src_level && + dst->u.tex.first_layer == srcZ0 && + regions_overlap(srcX0, srcY0, srcX1, srcY1, + dstX0, dstY0, dstX1, dstY1); + + src_format = util_format_linear(src_tex->format); + dst_format = util_format_linear(dst->format); + + /* + * Check for simple case: no format conversion, no flipping, no stretching, + * no overlapping. + * Filter mode should not matter since there's no stretching. + */ + if (dst_format == src_format && + srcX0 < srcX1 && + dstX0 < dstX1 && + srcY0 < srcY1 && + dstY0 < dstY1 && + (dstX1 - dstX0) == (srcX1 - srcX0) && + (dstY1 - dstY0) == (srcY1 - srcY0) && + !overlap) { + struct pipe_box src_box; + src_box.x = srcX0; + src_box.y = srcY0; + src_box.z = srcZ0; + src_box.width = srcW; + src_box.height = srcH; + src_box.depth = 1; + pipe->resource_copy_region(pipe, + dst->texture, dst->u.tex.level, + dstX0, dstY0, dst->u.tex.first_layer,/* dest */ + src_tex, src_level, + &src_box); + return; + } + + if (dst_format == dst->format) { + dst_surface = dst; + } else { + struct pipe_surface templ = *dst; + templ.format = dst_format; + dst_surface = pipe->create_surface(pipe, dst->texture, &templ); + } + + /* Create a temporary texture when src and dest alias or when src + * is anything other than a 2d texture. + * XXX should just use appropriate shader to access 1d / 3d slice / cube face, + * much like the u_blitter code does (should be pretty trivial). + * + * This can still be improved upon. + */ + if ((src_tex == dst_surface->texture && + dst_surface->u.tex.level == src_level && + dst_surface->u.tex.first_layer == srcZ0) || + (src_tex->target != PIPE_TEXTURE_2D && + src_tex->target != PIPE_TEXTURE_2D && + src_tex->target != PIPE_TEXTURE_RECT)) + { + struct pipe_resource texTemp; + struct pipe_resource *tex; + struct pipe_sampler_view sv_templ; + struct pipe_box src_box; + const int srcLeft = MIN2(srcX0, srcX1); + const int srcTop = MIN2(srcY0, srcY1); + + if (srcLeft != srcX0) { + /* left-right flip */ + int tmp = dstX0; + dstX0 = dstX1; + dstX1 = tmp; + } + + if (srcTop != srcY0) { + /* up-down flip */ + int tmp = dstY0; + dstY0 = dstY1; + dstY1 = tmp; + } + + /* create temp texture */ + memset(&texTemp, 0, sizeof(texTemp)); + texTemp.target = ctx->internal_target; + texTemp.format = src_format; + texTemp.last_level = 0; + texTemp.width0 = srcW; + texTemp.height0 = srcH; + texTemp.depth0 = 1; + texTemp.array_size = 1; + texTemp.bind = PIPE_BIND_SAMPLER_VIEW; + + tex = screen->resource_create(screen, &texTemp); + if (!tex) + return; + + src_box.x = srcLeft; + src_box.y = srcTop; + src_box.z = srcZ0; + src_box.width = srcW; + src_box.height = srcH; + src_box.depth = 1; + /* load temp texture */ + pipe->resource_copy_region(pipe, + tex, 0, 0, 0, 0, /* dest */ + src_tex, src_level, &src_box); + + normalized = tex->target != PIPE_TEXTURE_RECT; + if(normalized) { + s0 = 0.0f; + s1 = 1.0f; + t0 = 0.0f; + t1 = 1.0f; + } + else { + s0 = 0; + s1 = srcW; + t0 = 0; + t1 = srcH; + } + + u_sampler_view_default_template(&sv_templ, tex, tex->format); + sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ); + + if (!sampler_view) { + pipe_resource_reference(&tex, NULL); + return; + } + pipe_resource_reference(&tex, NULL); + } + else { + u_sampler_view_default_template(&sv_templ, src_tex, src_format); + sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ); + + if (!sampler_view) { + return; + } + + s0 = srcX0; + s1 = srcX1; + t0 = srcY0; + t1 = srcY1; + normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT; + if(normalized) + { + s0 /= (float)(u_minify(sampler_view->texture->width0, src_level)); + s1 /= (float)(u_minify(sampler_view->texture->width0, src_level)); + t0 /= (float)(u_minify(sampler_view->texture->height0, src_level)); + t1 /= (float)(u_minify(sampler_view->texture->height0, src_level)); + } + } + + dst_is_depth = util_format_is_depth_or_stencil(dst_format); + + assert(screen->is_format_supported(screen, sampler_view->format, ctx->internal_target, + sampler_view->texture->nr_samples, + PIPE_BIND_SAMPLER_VIEW)); + assert(screen->is_format_supported(screen, dst_format, ctx->internal_target, + dst_surface->texture->nr_samples, + dst_is_depth ? PIPE_BIND_DEPTH_STENCIL : + PIPE_BIND_RENDER_TARGET)); + /* save state (restored below) */ + cso_save_blend(ctx->cso); + cso_save_depth_stencil_alpha(ctx->cso); + cso_save_rasterizer(ctx->cso); + cso_save_samplers(ctx->cso); + cso_save_fragment_sampler_views(ctx->cso); + cso_save_viewport(ctx->cso); + cso_save_framebuffer(ctx->cso); + cso_save_fragment_shader(ctx->cso); + cso_save_vertex_shader(ctx->cso); + cso_save_clip(ctx->cso); + cso_save_vertex_elements(ctx->cso); + cso_save_vertex_buffers(ctx->cso); + + /* set misc state we care about */ + cso_set_blend(ctx->cso, &ctx->blend); + cso_set_depth_stencil_alpha(ctx->cso, + dst_is_depth ? &ctx->depthstencil_write : + &ctx->depthstencil_keep); + cso_set_rasterizer(ctx->cso, &ctx->rasterizer); + cso_set_clip(ctx->cso, &ctx->clip); + cso_set_vertex_elements(ctx->cso, 2, ctx->velem); + + /* sampler */ + ctx->sampler.normalized_coords = normalized; + ctx->sampler.min_img_filter = filter; + ctx->sampler.mag_img_filter = filter; + ctx->sampler.min_lod = src_level; + ctx->sampler.max_lod = src_level; + cso_single_sampler(ctx->cso, 0, &ctx->sampler); + cso_single_sampler_done(ctx->cso); + + /* viewport */ + ctx->viewport.scale[0] = 0.5f * dst_surface->width; + ctx->viewport.scale[1] = 0.5f * dst_surface->height; + ctx->viewport.scale[2] = 0.5f; + ctx->viewport.scale[3] = 1.0f; + ctx->viewport.translate[0] = 0.5f * dst_surface->width; + ctx->viewport.translate[1] = 0.5f * dst_surface->height; + ctx->viewport.translate[2] = 0.5f; + ctx->viewport.translate[3] = 0.0f; + cso_set_viewport(ctx->cso, &ctx->viewport); + + /* texture */ + cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view); + + /* shaders */ + if (dst_is_depth) { + set_depth_fragment_shader(ctx); + } else { + set_fragment_shader(ctx, writemask); + } + set_vertex_shader(ctx); + + /* drawing dest */ + memset(&fb, 0, sizeof(fb)); + fb.width = dst_surface->width; + fb.height = dst_surface->height; + if (dst_is_depth) { + fb.zsbuf = dst_surface; + } else { + fb.nr_cbufs = 1; + fb.cbufs[0] = dst_surface; + } + cso_set_framebuffer(ctx->cso, &fb); + + /* draw quad */ + offset = setup_vertex_data_tex(ctx, + (float) dstX0 / dst_surface->width * 2.0f - 1.0f, + (float) dstY0 / dst_surface->height * 2.0f - 1.0f, + (float) dstX1 / dst_surface->width * 2.0f - 1.0f, + (float) dstY1 / dst_surface->height * 2.0f - 1.0f, + s0, t0, + s1, t1, + z); + + util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset, + PIPE_PRIM_TRIANGLE_FAN, + 4, /* verts */ + 2); /* attribs/vert */ + + /* restore state we changed */ + cso_restore_blend(ctx->cso); + cso_restore_depth_stencil_alpha(ctx->cso); + cso_restore_rasterizer(ctx->cso); + cso_restore_samplers(ctx->cso); + cso_restore_fragment_sampler_views(ctx->cso); + cso_restore_viewport(ctx->cso); + cso_restore_framebuffer(ctx->cso); + cso_restore_fragment_shader(ctx->cso); + cso_restore_vertex_shader(ctx->cso); + cso_restore_clip(ctx->cso); + cso_restore_vertex_elements(ctx->cso); + cso_restore_vertex_buffers(ctx->cso); + + pipe_sampler_view_reference(&sampler_view, NULL); + if (dst_surface != dst) + pipe_surface_reference(&dst_surface, NULL); +} + + +void +util_blit_pixels(struct blit_state *ctx, + struct pipe_resource *src_tex, + unsigned src_level, + int srcX0, int srcY0, + int srcX1, int srcY1, + int srcZ, + struct pipe_surface *dst, + int dstX0, int dstY0, + int dstX1, int dstY1, + float z, uint filter ) +{ + util_blit_pixels_writemask( ctx, src_tex, + src_level, + srcX0, srcY0, + srcX1, srcY1, + srcZ, + dst, + dstX0, dstY0, + dstX1, dstY1, + z, filter, + TGSI_WRITEMASK_XYZW ); +} + + +/* Release vertex buffer at end of frame to avoid synchronous + * rendering. + */ +void util_blit_flush( struct blit_state *ctx ) +{ + pipe_resource_reference(&ctx->vbuf, NULL); + ctx->vbuf_slot = 0; +} + + + +/** + * Copy pixel block from src texture to dst surface. + * The sampler view's first_level field indicates the source + * mipmap level to use. + * XXX need some control over blitting Z and/or stencil. + */ +void +util_blit_pixels_tex(struct blit_state *ctx, + struct pipe_sampler_view *src_sampler_view, + int srcX0, int srcY0, + int srcX1, int srcY1, + struct pipe_surface *dst, + int dstX0, int dstY0, + int dstX1, int dstY1, + float z, uint filter) +{ + boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT; + struct pipe_framebuffer_state fb; + float s0, t0, s1, t1; + unsigned offset; + struct pipe_resource *tex = src_sampler_view->texture; + + assert(filter == PIPE_TEX_MIPFILTER_NEAREST || + filter == PIPE_TEX_MIPFILTER_LINEAR); + + assert(tex); + assert(tex->width0 != 0); + assert(tex->height0 != 0); + + s0 = srcX0; + s1 = srcX1; + t0 = srcY0; + t1 = srcY1; + + if(normalized) + { + /* normalize according to the mipmap level's size */ + int level = src_sampler_view->u.tex.first_level; + float w = (float) u_minify(tex->width0, level); + float h = (float) u_minify(tex->height0, level); + s0 /= w; + s1 /= w; + t0 /= h; + t1 /= h; + } + + assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format, + PIPE_TEXTURE_2D, + dst->texture->nr_samples, + PIPE_BIND_RENDER_TARGET)); + + /* save state (restored below) */ + cso_save_blend(ctx->cso); + cso_save_depth_stencil_alpha(ctx->cso); + cso_save_rasterizer(ctx->cso); + cso_save_samplers(ctx->cso); + cso_save_fragment_sampler_views(ctx->cso); + cso_save_viewport(ctx->cso); + cso_save_framebuffer(ctx->cso); + cso_save_fragment_shader(ctx->cso); + cso_save_vertex_shader(ctx->cso); + cso_save_clip(ctx->cso); + cso_save_vertex_elements(ctx->cso); + cso_save_vertex_buffers(ctx->cso); + + /* set misc state we care about */ + cso_set_blend(ctx->cso, &ctx->blend); + cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil_keep); + cso_set_rasterizer(ctx->cso, &ctx->rasterizer); + cso_set_clip(ctx->cso, &ctx->clip); + cso_set_vertex_elements(ctx->cso, 2, ctx->velem); + + /* sampler */ + ctx->sampler.normalized_coords = normalized; + ctx->sampler.min_img_filter = filter; + ctx->sampler.mag_img_filter = filter; + cso_single_sampler(ctx->cso, 0, &ctx->sampler); + cso_single_sampler_done(ctx->cso); + + /* viewport */ + ctx->viewport.scale[0] = 0.5f * dst->width; + ctx->viewport.scale[1] = 0.5f * dst->height; + ctx->viewport.scale[2] = 0.5f; + ctx->viewport.scale[3] = 1.0f; + ctx->viewport.translate[0] = 0.5f * dst->width; + ctx->viewport.translate[1] = 0.5f * dst->height; + ctx->viewport.translate[2] = 0.5f; + ctx->viewport.translate[3] = 0.0f; + cso_set_viewport(ctx->cso, &ctx->viewport); + + /* texture */ + cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view); + + /* shaders */ + set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW); + set_vertex_shader(ctx); + + /* drawing dest */ + memset(&fb, 0, sizeof(fb)); + fb.width = dst->width; + fb.height = dst->height; + fb.nr_cbufs = 1; + fb.cbufs[0] = dst; + cso_set_framebuffer(ctx->cso, &fb); + + /* draw quad */ + offset = setup_vertex_data_tex(ctx, + (float) dstX0 / dst->width * 2.0f - 1.0f, + (float) dstY0 / dst->height * 2.0f - 1.0f, + (float) dstX1 / dst->width * 2.0f - 1.0f, + (float) dstY1 / dst->height * 2.0f - 1.0f, + s0, t0, s1, t1, + z); + + util_draw_vertex_buffer(ctx->pipe, ctx->cso, + ctx->vbuf, offset, + PIPE_PRIM_TRIANGLE_FAN, + 4, /* verts */ + 2); /* attribs/vert */ + + /* restore state we changed */ + cso_restore_blend(ctx->cso); + cso_restore_depth_stencil_alpha(ctx->cso); + cso_restore_rasterizer(ctx->cso); + cso_restore_samplers(ctx->cso); + cso_restore_fragment_sampler_views(ctx->cso); + cso_restore_viewport(ctx->cso); + cso_restore_framebuffer(ctx->cso); + cso_restore_fragment_shader(ctx->cso); + cso_restore_vertex_shader(ctx->cso); + cso_restore_clip(ctx->cso); + cso_restore_vertex_elements(ctx->cso); + cso_restore_vertex_buffers(ctx->cso); +} |