/************************************************************************** * * 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_write_color, blend_keep_color; struct pipe_depth_stencil_alpha_state dsa_keep_depthstencil; struct pipe_depth_stencil_alpha_state dsa_write_depthstencil; struct pipe_depth_stencil_alpha_state dsa_write_depth; struct pipe_depth_stencil_alpha_state dsa_write_stencil; struct pipe_rasterizer_state rasterizer; struct pipe_sampler_state sampler; struct pipe_viewport_state viewport; struct pipe_vertex_element velem[2]; enum pipe_texture_target internal_target; void *vs; void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1]; void *fs_depthstencil[PIPE_MAX_TEXTURE_TYPES]; void *fs_depth[PIPE_MAX_TEXTURE_TYPES]; void *fs_stencil[PIPE_MAX_TEXTURE_TYPES]; struct pipe_resource *vbuf; /**< quad vertices */ unsigned vbuf_slot; float vertices[4][2][4]; /**< vertex/texcoords for quad */ boolean has_stencil_export; }; /** * 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 */ ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA; /* depth stencil states */ ctx->dsa_write_depth.depth.enabled = 1; ctx->dsa_write_depth.depth.writemask = 1; ctx->dsa_write_depth.depth.func = PIPE_FUNC_ALWAYS; ctx->dsa_write_stencil.stencil[0].enabled = 1; ctx->dsa_write_stencil.stencil[0].func = PIPE_FUNC_ALWAYS; ctx->dsa_write_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; ctx->dsa_write_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; ctx->dsa_write_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; ctx->dsa_write_stencil.stencil[0].valuemask = 0xff; ctx->dsa_write_stencil.stencil[0].writemask = 0xff; ctx->dsa_write_depthstencil.depth = ctx->dsa_write_depth.depth; ctx->dsa_write_depthstencil.stencil[0] = ctx->dsa_write_stencil.stencil[0]; /* rasterizer */ ctx->rasterizer.cull_face = PIPE_FACE_NONE; ctx->rasterizer.half_pixel_center = 1; ctx->rasterizer.bottom_edge_rule = 1; ctx->rasterizer.depth_clip = 1; /* samplers */ 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 */ 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 = cso_get_aux_vertex_buffer_slot(cso); 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; ctx->has_stencil_export = pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT); return ctx; } /** * Destroy a blit context */ void util_destroy_blit(struct blit_state *ctx) { struct pipe_context *pipe = ctx->pipe; unsigned i, j; if (ctx->vs) pipe->delete_vs_state(pipe, ctx->vs); for (i = 0; i < Elements(ctx->fs); i++) { for (j = 0; j < Elements(ctx->fs[i]); j++) { if (ctx->fs[i][j]) pipe->delete_fs_state(pipe, ctx->fs[i][j]); } } for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) { if (ctx->fs_depthstencil[i]) { pipe->delete_fs_state(pipe, ctx->fs_depthstencil[i]); } if (ctx->fs_depth[i]) { pipe->delete_fs_state(pipe, ctx->fs_depth[i]); } if (ctx->fs_stencil[i]) { pipe->delete_fs_state(pipe, ctx->fs_stencil[i]); } } 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, enum pipe_texture_target pipe_tex) { if (!ctx->fs[pipe_tex][writemask]) { unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0); ctx->fs[pipe_tex][writemask] = util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex, TGSI_INTERPOLATE_LINEAR, writemask); } cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask]); } /** * Helper function to set the shader which writes depth and stencil. */ static INLINE void set_depthstencil_fragment_shader(struct blit_state *ctx, enum pipe_texture_target pipe_tex) { if (!ctx->fs_depthstencil[pipe_tex]) { unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0); ctx->fs_depthstencil[pipe_tex] = util_make_fragment_tex_shader_writedepthstencil(ctx->pipe, tgsi_tex, TGSI_INTERPOLATE_LINEAR); } cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depthstencil[pipe_tex]); } /** * Helper function to set the shader which writes depth. */ static INLINE void set_depth_fragment_shader(struct blit_state *ctx, enum pipe_texture_target pipe_tex) { if (!ctx->fs_depth[pipe_tex]) { unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0); ctx->fs_depth[pipe_tex] = util_make_fragment_tex_shader_writedepth(ctx->pipe, tgsi_tex, TGSI_INTERPOLATE_LINEAR); } cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth[pipe_tex]); } /** * Helper function to set the shader which writes stencil. */ static INLINE void set_stencil_fragment_shader(struct blit_state *ctx, enum pipe_texture_target pipe_tex) { if (!ctx->fs_stencil[pipe_tex]) { unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0); ctx->fs_stencil[pipe_tex] = util_make_fragment_tex_shader_writestencil(ctx->pipe, tgsi_tex, TGSI_INTERPOLATE_LINEAR); } cso_set_fragment_shader_handle(ctx->cso, ctx->fs_stencil[pipe_tex]); } /** * 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) { pipe_resource_reference(&ctx->vbuf, NULL); ctx->vbuf_slot = 0; } 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 ); if (ctx->vbuf) { 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 */ } /** * Can we blit from src format to dest format with a simple copy? */ static boolean formats_compatible(enum pipe_format src_format, enum pipe_format dst_format) { if (src_format == dst_format) { return TRUE; } else { const struct util_format_description *src_desc = util_format_description(src_format); const struct util_format_description *dst_desc = util_format_description(dst_format); return util_is_format_compatible(src_desc, dst_desc); } } /** * 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). */ 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 srcZ0, struct pipe_surface *dst, int dstX0, int dstY0, int dstX1, int dstY1, float z, uint filter, uint writemask, uint zs_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; float s0, t0, s1, t1; boolean normalized; boolean is_stencil, is_depth, blit_depth, blit_stencil; const struct util_format_description *src_desc = util_format_description(src_tex->format); 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->texture->format); /* See whether we will blit depth or stencil. */ is_depth = util_format_has_depth(src_desc); is_stencil = util_format_has_stencil(src_desc); blit_depth = is_depth && (zs_writemask & BLIT_WRITEMASK_Z); blit_stencil = is_stencil && (zs_writemask & BLIT_WRITEMASK_STENCIL); assert((writemask && !zs_writemask && !is_depth && !is_stencil) || (!writemask && (blit_depth || blit_stencil))); /* * Check for simple case: no format conversion, no flipping, no stretching, * no overlapping, same number of samples. * Filter mode should not matter since there's no stretching. */ if (formats_compatible(src_format, dst_format) && src_tex->nr_samples == dst->texture->nr_samples && is_stencil == blit_stencil && is_depth == blit_depth && 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; } /* XXX Reading multisample textures is unimplemented. */ assert(src_tex->nr_samples <= 1); if (src_tex->nr_samples > 1) { return; } /* It's a mistake to call this function with a stencil format and * without shader stencil export. We don't do software fallbacks here. * Ignore stencil and only copy depth. */ if (blit_stencil && !ctx->has_stencil_export) { blit_stencil = FALSE; if (!blit_depth) 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. */ if (src_tex == dst_surface->texture && dst_surface->u.tex.level == src_level && dst_surface->u.tex.first_layer == srcZ0) { /* Make a temporary texture which contains a copy of the source pixels. * Then we'll sample from the temporary texture. */ 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 = 0.0f; s1 = (float) srcW; t0 = 0.0f; t1 = (float) srcH; } u_sampler_view_default_template(&sv_templ, tex, tex->format); if (!blit_depth && blit_stencil) { /* set a stencil-only format, e.g. Z24S8 --> X24S8 */ sv_templ.format = util_format_stencil_only(tex->format); assert(sv_templ.format != PIPE_FORMAT_NONE); } 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 { /* Directly sample from the source resource/texture */ u_sampler_view_default_template(&sv_templ, src_tex, src_format); if (!blit_depth && blit_stencil) { /* set a stencil-only format, e.g. Z24S8 --> X24S8 */ sv_templ.format = util_format_stencil_only(src_format); assert(sv_templ.format != PIPE_FORMAT_NONE); } sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ); if (!sampler_view) { return; } s0 = (float) srcX0; s1 = (float) srcX1; t0 = (float) srcY0; t1 = (float) 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)); } } 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, is_depth || is_stencil ? 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_sample_mask(ctx->cso); cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); cso_save_stream_outputs(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_geometry_shader(ctx->cso); cso_save_vertex_elements(ctx->cso); cso_save_aux_vertex_buffer_slot(ctx->cso); cso_save_render_condition(ctx->cso); /* set misc state we care about */ if (writemask) cso_set_blend(ctx->cso, &ctx->blend_write_color); else cso_set_blend(ctx->cso, &ctx->blend_keep_color); cso_set_sample_mask(ctx->cso, ~0); cso_set_rasterizer(ctx->cso, &ctx->rasterizer); cso_set_vertex_elements(ctx->cso, 2, ctx->velem); cso_set_stream_outputs(ctx->cso, 0, NULL, 0); cso_set_render_condition(ctx->cso, NULL, FALSE, 0); /* default sampler state */ ctx->sampler.normalized_coords = normalized; ctx->sampler.min_img_filter = filter; ctx->sampler.mag_img_filter = filter; ctx->sampler.min_lod = (float) src_level; ctx->sampler.max_lod = (float) src_level; /* Depth stencil state, fragment shader and sampler setup depending on what * we blit. */ if (blit_depth && blit_stencil) { cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); /* don't filter stencil */ ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &ctx->sampler); cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil); set_depthstencil_fragment_shader(ctx, sampler_view->texture->target); } else if (blit_depth) { cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth); set_depth_fragment_shader(ctx, sampler_view->texture->target); } else if (blit_stencil) { /* don't filter stencil */ ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil); set_stencil_fragment_shader(ctx, sampler_view->texture->target); } else { /* color */ cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil); set_fragment_shader(ctx, writemask, sampler_view->texture->target); } cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT); /* textures */ if (blit_depth && blit_stencil) { /* Setup two samplers, one for depth and the other one for stencil. */ struct pipe_sampler_view templ; struct pipe_sampler_view *views[2]; templ = *sampler_view; templ.format = util_format_stencil_only(templ.format); assert(templ.format != PIPE_FORMAT_NONE); views[0] = sampler_view; views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ); cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 2, views); pipe_sampler_view_reference(&views[1], NULL); } else { cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &sampler_view); } /* 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); set_vertex_shader(ctx); cso_set_geometry_shader_handle(ctx->cso, NULL); /* drawing dest */ memset(&fb, 0, sizeof(fb)); fb.width = dst_surface->width; fb.height = dst_surface->height; if (blit_depth || blit_stencil) { 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); if (ctx->vbuf) { util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, cso_get_aux_vertex_buffer_slot(ctx->cso), 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_sample_mask(ctx->cso); cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); cso_restore_viewport(ctx->cso); cso_restore_framebuffer(ctx->cso); cso_restore_fragment_shader(ctx->cso); cso_restore_vertex_shader(ctx->cso); cso_restore_geometry_shader(ctx->cso); cso_restore_vertex_elements(ctx->cso); cso_restore_aux_vertex_buffer_slot(ctx->cso); cso_restore_stream_outputs(ctx->cso); cso_restore_render_condition(ctx->cso); pipe_sampler_view_reference(&sampler_view, NULL); if (dst_surface != dst) pipe_surface_reference(&dst_surface, NULL); } /** * 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 = (float) srcX0; s1 = (float) srcX1; t0 = (float) srcY0; t1 = (float) 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_sample_mask(ctx->cso); cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); cso_save_stream_outputs(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_geometry_shader(ctx->cso); cso_save_vertex_elements(ctx->cso); cso_save_aux_vertex_buffer_slot(ctx->cso); /* set misc state we care about */ cso_set_blend(ctx->cso, &ctx->blend_write_color); cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil); cso_set_sample_mask(ctx->cso, ~0); cso_set_rasterizer(ctx->cso, &ctx->rasterizer); cso_set_vertex_elements(ctx->cso, 2, ctx->velem); cso_set_stream_outputs(ctx->cso, 0, NULL, 0); /* sampler */ ctx->sampler.normalized_coords = normalized; ctx->sampler.min_img_filter = filter; ctx->sampler.mag_img_filter = filter; cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT); /* 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_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &src_sampler_view); /* shaders */ set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW, src_sampler_view->texture->target); set_vertex_shader(ctx); cso_set_geometry_shader_handle(ctx->cso, NULL); /* 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, cso_get_aux_vertex_buffer_slot(ctx->cso), 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_sample_mask(ctx->cso); cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); cso_restore_viewport(ctx->cso); cso_restore_framebuffer(ctx->cso); cso_restore_fragment_shader(ctx->cso); cso_restore_vertex_shader(ctx->cso); cso_restore_geometry_shader(ctx->cso); cso_restore_vertex_elements(ctx->cso); cso_restore_aux_vertex_buffer_slot(ctx->cso); cso_restore_stream_outputs(ctx->cso); }