u_blit.c revision 0abe462128a8a0725e006751e553f89fee2d7fa7
1/**************************************************************************
2 *
3 * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28/**
29 * @file
30 * Copy/blit pixel rect between surfaces
31 *
32 * @author Brian Paul
33 */
34
35
36#include "pipe/p_context.h"
37#include "pipe/p_debug.h"
38#include "pipe/p_defines.h"
39#include "pipe/p_inlines.h"
40#include "pipe/p_util.h"
41#include "pipe/p_winsys.h"
42#include "pipe/p_shader_tokens.h"
43
44#include "util/u_draw_quad.h"
45#include "util/u_blit.h"
46#include "util/u_simple_shaders.h"
47
48
49struct blit_state
50{
51   struct pipe_context *pipe;
52
53   void *blend;
54   void *depthstencil;
55   void *rasterizer;
56   void *samplers[2];  /* one for linear, one for nearest sampling */
57
58   /*struct pipe_viewport_state viewport;*/
59   struct pipe_sampler_state *vs;
60   struct pipe_sampler_state *fs;
61};
62
63
64/**
65 * Create state object for blit.
66 * Intended to be created once and re-used for many blit() calls.
67 */
68struct blit_state *
69util_create_blit(struct pipe_context *pipe)
70{
71   struct pipe_blend_state blend;
72   struct pipe_depth_stencil_alpha_state depthstencil;
73   struct pipe_rasterizer_state rasterizer;
74   struct blit_state *ctx;
75   struct pipe_sampler_state sampler;
76
77   ctx = CALLOC_STRUCT(blit_state);
78   if (!ctx)
79      return NULL;
80
81   ctx->pipe = pipe;
82
83   /* we don't use blending, but need to set valid values */
84   memset(&blend, 0, sizeof(blend));
85   blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
86   blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
87   blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
88   blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
89   blend.colormask = PIPE_MASK_RGBA;
90   ctx->blend = pipe->create_blend_state(pipe, &blend);
91
92   /* depth/stencil/alpha */
93   memset(&depthstencil, 0, sizeof(depthstencil));
94   ctx->depthstencil = pipe->create_depth_stencil_alpha_state(pipe, &depthstencil);
95
96   /* rasterizer */
97   memset(&rasterizer, 0, sizeof(rasterizer));
98   rasterizer.front_winding = PIPE_WINDING_CW;
99   rasterizer.cull_mode = PIPE_WINDING_NONE;
100   rasterizer.bypass_clipping = 1;  /* bypasses viewport too */
101   /*rasterizer.bypass_vs = 1;*/
102   ctx->rasterizer = pipe->create_rasterizer_state(pipe, &rasterizer);
103
104   /* samplers */
105   memset(&sampler, 0, sizeof(sampler));
106   sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
107   sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
108   sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
109   sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
110   sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
111   sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
112   sampler.normalized_coords = 1;
113   ctx->samplers[0] = pipe->create_sampler_state(pipe, &sampler);
114
115   sampler.min_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
116   sampler.mag_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
117   ctx->samplers[1] = pipe->create_sampler_state(pipe, &sampler);
118
119
120#if 0
121   /* viewport */
122   ctx->viewport.scale[0] = 1.0;
123   ctx->viewport.scale[1] = 1.0;
124   ctx->viewport.scale[2] = 1.0;
125   ctx->viewport.scale[3] = 1.0;
126   ctx->viewport.translate[0] = 0.0;
127   ctx->viewport.translate[1] = 0.0;
128   ctx->viewport.translate[2] = 0.0;
129   ctx->viewport.translate[3] = 0.0;
130#endif
131
132   /* vertex shader */
133   {
134      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
135                                      TGSI_SEMANTIC_GENERIC };
136      const uint semantic_indexes[] = { 0, 0 };
137      ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
138                                                    semantic_indexes);
139   }
140
141   /* fragment shader */
142   ctx->fs = util_make_fragment_tex_shader(pipe);
143
144   return ctx;
145}
146
147
148/**
149 * Destroy a blit context
150 */
151void
152util_destroy_blit(struct blit_state *ctx)
153{
154   struct pipe_context *pipe = ctx->pipe;
155
156   pipe->delete_blend_state(pipe, ctx->blend);
157   pipe->delete_depth_stencil_alpha_state(pipe, ctx->depthstencil);
158   pipe->delete_rasterizer_state(pipe, ctx->rasterizer);
159   pipe->delete_sampler_state(pipe, ctx->samplers[0]);
160   pipe->delete_sampler_state(pipe, ctx->samplers[1]);
161
162   pipe->delete_vs_state(pipe, ctx->vs);
163   pipe->delete_fs_state(pipe, ctx->fs);
164
165   FREE(ctx);
166}
167
168
169/**
170 * Copy pixel block from src surface to dst surface.
171 * Overlapping regions are acceptable.
172 * XXX need some control over blitting Z and/or stencil.
173 */
174void
175util_blit_pixels(struct blit_state *ctx,
176                 struct pipe_surface *src,
177                 int srcX0, int srcY0,
178                 int srcX1, int srcY1,
179                 struct pipe_surface *dst,
180                 int dstX0, int dstY0,
181                 int dstX1, int dstY1,
182                 float z, uint filter)
183{
184   struct pipe_context *pipe = ctx->pipe;
185   struct pipe_screen *screen = pipe->screen;
186   struct pipe_texture texTemp, *tex;
187   struct pipe_surface *texSurf;
188   struct pipe_framebuffer_state fb;
189   const int srcW = abs(srcX1 - srcX0);
190   const int srcH = abs(srcY1 - srcY0);
191   const int srcLeft = MIN2(srcX0, srcX1);
192   const int srcTop = MIN2(srcY0, srcY1);
193
194   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
195          filter == PIPE_TEX_MIPFILTER_LINEAR);
196
197   if (srcLeft != srcX0) {
198      /* left-right flip */
199      int tmp = dstX0;
200      dstX0 = dstX1;
201      dstX1 = tmp;
202   }
203
204   if (srcTop != srcY0) {
205      /* up-down flip */
206      int tmp = dstY0;
207      dstY0 = dstY1;
208      dstY1 = tmp;
209   }
210
211   /*
212    * XXX for now we're always creating a temporary texture.
213    * Strictly speaking that's not always needed.
214    */
215
216   /* create temp texture */
217   memset(&texTemp, 0, sizeof(texTemp));
218   texTemp.target = PIPE_TEXTURE_2D;
219   texTemp.format = src->format;
220   texTemp.last_level = 0;
221   texTemp.width[0] = srcW;
222   texTemp.height[0] = srcH;
223   texTemp.depth[0] = 1;
224   texTemp.compressed = 0;
225   texTemp.cpp = pf_get_bits(src->format) / 8;
226
227   tex = screen->texture_create(screen, &texTemp);
228   if (!tex)
229      return;
230
231   texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0);
232
233   /* load temp texture */
234   pipe->surface_copy(pipe, FALSE,
235                      texSurf, 0, 0,   /* dest */
236                      src, srcLeft, srcTop, /* src */
237                      srcW, srcH);     /* size */
238
239   /* drawing dest */
240   memset(&fb, 0, sizeof(fb));
241   fb.num_cbufs = 1;
242   fb.cbufs[0] = dst;
243   pipe->set_framebuffer_state(pipe, &fb);
244
245   /* sampler */
246   if (filter == PIPE_TEX_MIPFILTER_NEAREST)
247      pipe->bind_sampler_states(pipe, 1, &ctx->samplers[0]);
248   else
249      pipe->bind_sampler_states(pipe, 1, &ctx->samplers[1]);
250
251   /* texture */
252   pipe->set_sampler_textures(pipe, 1, &tex);
253
254   /* shaders */
255   pipe->bind_fs_state(pipe, ctx->fs);
256   pipe->bind_vs_state(pipe, ctx->vs);
257
258   /* misc state */
259   pipe->bind_blend_state(pipe, ctx->blend);
260   pipe->bind_depth_stencil_alpha_state(pipe, ctx->depthstencil);
261   pipe->bind_rasterizer_state(pipe, ctx->rasterizer);
262
263   /* draw quad */
264   util_draw_texquad(pipe, dstX0, dstY0, dstX1, dstY1, z);
265
266   /* unbind */
267   pipe->set_sampler_textures(pipe, 0, NULL);
268   pipe->bind_sampler_states(pipe, 0, NULL);
269
270   /* free stuff */
271   pipe_surface_reference(&texSurf, NULL);
272   screen->texture_release(screen, &tex);
273
274   /* Note: caller must restore pipe/gallium state at this time */
275}
276
277