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diff --git a/mesalib/src/gallium/auxiliary/util/u_blit.c b/mesalib/src/gallium/auxiliary/util/u_blit.c
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+/**************************************************************************
+ *
+ * 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);
+}