u_blit.c revision 1658f80153b84d7d7f0bebeaaf89f9850f782923
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 "util/u_debug.h" 38#include "pipe/p_defines.h" 39#include "pipe/p_inlines.h" 40#include "pipe/p_shader_tokens.h" 41#include "pipe/p_state.h" 42 43#include "util/u_blit.h" 44#include "util/u_draw_quad.h" 45#include "util/u_format.h" 46#include "util/u_math.h" 47#include "util/u_memory.h" 48#include "util/u_simple_shaders.h" 49#include "util/u_surface.h" 50#include "util/u_rect.h" 51 52#include "cso_cache/cso_context.h" 53 54 55struct blit_state 56{ 57 struct pipe_context *pipe; 58 struct cso_context *cso; 59 60 struct pipe_blend_state blend; 61 struct pipe_depth_stencil_alpha_state depthstencil; 62 struct pipe_rasterizer_state rasterizer; 63 struct pipe_sampler_state sampler; 64 struct pipe_viewport_state viewport; 65 66 void *vs; 67 void *fs[TGSI_WRITEMASK_XYZW + 1]; 68 69 struct pipe_buffer *vbuf; /**< quad vertices */ 70 unsigned vbuf_slot; 71 72 float vertices[4][2][4]; /**< vertex/texcoords for quad */ 73}; 74 75 76/** 77 * Create state object for blit. 78 * Intended to be created once and re-used for many blit() calls. 79 */ 80struct blit_state * 81util_create_blit(struct pipe_context *pipe, struct cso_context *cso) 82{ 83 struct blit_state *ctx; 84 uint i; 85 86 ctx = CALLOC_STRUCT(blit_state); 87 if (!ctx) 88 return NULL; 89 90 ctx->pipe = pipe; 91 ctx->cso = cso; 92 93 /* disabled blending/masking */ 94 memset(&ctx->blend, 0, sizeof(ctx->blend)); 95 ctx->blend.colormask = PIPE_MASK_RGBA; 96 97 /* no-op depth/stencil/alpha */ 98 memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil)); 99 100 /* rasterizer */ 101 memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer)); 102 ctx->rasterizer.front_winding = PIPE_WINDING_CW; 103 ctx->rasterizer.cull_mode = PIPE_WINDING_NONE; 104 ctx->rasterizer.bypass_vs_clip_and_viewport = 1; 105 ctx->rasterizer.gl_rasterization_rules = 1; 106 107 /* samplers */ 108 memset(&ctx->sampler, 0, sizeof(ctx->sampler)); 109 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 110 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 111 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 112 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; 113 ctx->sampler.min_img_filter = 0; /* set later */ 114 ctx->sampler.mag_img_filter = 0; /* set later */ 115 ctx->sampler.normalized_coords = 1; 116 117 118 /* vertex shader - still required to provide the linkage between 119 * fragment shader input semantics and vertex_element/buffers. 120 */ 121 { 122 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 123 TGSI_SEMANTIC_GENERIC }; 124 const uint semantic_indexes[] = { 0, 0 }; 125 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names, 126 semantic_indexes); 127 } 128 129 /* fragment shader */ 130 ctx->fs[TGSI_WRITEMASK_XYZW] = 131 util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D); 132 ctx->vbuf = NULL; 133 134 /* init vertex data that doesn't change */ 135 for (i = 0; i < 4; i++) { 136 ctx->vertices[i][0][3] = 1.0f; /* w */ 137 ctx->vertices[i][1][2] = 0.0f; /* r */ 138 ctx->vertices[i][1][3] = 1.0f; /* q */ 139 } 140 141 return ctx; 142} 143 144 145/** 146 * Destroy a blit context 147 */ 148void 149util_destroy_blit(struct blit_state *ctx) 150{ 151 struct pipe_context *pipe = ctx->pipe; 152 unsigned i; 153 154 pipe->delete_vs_state(pipe, ctx->vs); 155 156 for (i = 0; i < Elements(ctx->fs); i++) 157 if (ctx->fs[i]) 158 pipe->delete_fs_state(pipe, ctx->fs[i]); 159 160 pipe_buffer_reference(&ctx->vbuf, NULL); 161 162 FREE(ctx); 163} 164 165 166/** 167 * Get offset of next free slot in vertex buffer for quad vertices. 168 */ 169static unsigned 170get_next_slot( struct blit_state *ctx ) 171{ 172 const unsigned max_slots = 4096 / sizeof ctx->vertices; 173 174 if (ctx->vbuf_slot >= max_slots) 175 util_blit_flush( ctx ); 176 177 if (!ctx->vbuf) { 178 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen, 179 32, 180 PIPE_BUFFER_USAGE_VERTEX, 181 max_slots * sizeof ctx->vertices); 182 } 183 184 return ctx->vbuf_slot++ * sizeof ctx->vertices; 185} 186 187 188 189 190 191/** 192 * Setup vertex data for the textured quad we'll draw. 193 * Note: y=0=top 194 */ 195static unsigned 196setup_vertex_data_tex(struct blit_state *ctx, 197 float x0, float y0, float x1, float y1, 198 float s0, float t0, float s1, float t1, 199 float z) 200{ 201 unsigned offset; 202 203 ctx->vertices[0][0][0] = x0; 204 ctx->vertices[0][0][1] = y0; 205 ctx->vertices[0][0][2] = z; 206 ctx->vertices[0][1][0] = s0; /*s*/ 207 ctx->vertices[0][1][1] = t0; /*t*/ 208 209 ctx->vertices[1][0][0] = x1; 210 ctx->vertices[1][0][1] = y0; 211 ctx->vertices[1][0][2] = z; 212 ctx->vertices[1][1][0] = s1; /*s*/ 213 ctx->vertices[1][1][1] = t0; /*t*/ 214 215 ctx->vertices[2][0][0] = x1; 216 ctx->vertices[2][0][1] = y1; 217 ctx->vertices[2][0][2] = z; 218 ctx->vertices[2][1][0] = s1; 219 ctx->vertices[2][1][1] = t1; 220 221 ctx->vertices[3][0][0] = x0; 222 ctx->vertices[3][0][1] = y1; 223 ctx->vertices[3][0][2] = z; 224 ctx->vertices[3][1][0] = s0; 225 ctx->vertices[3][1][1] = t1; 226 227 offset = get_next_slot( ctx ); 228 229 pipe_buffer_write(ctx->pipe->screen, ctx->vbuf, 230 offset, sizeof(ctx->vertices), ctx->vertices); 231 232 return offset; 233} 234 235 236/** 237 * \return TRUE if two regions overlap, FALSE otherwise 238 */ 239static boolean 240regions_overlap(int srcX0, int srcY0, 241 int srcX1, int srcY1, 242 int dstX0, int dstY0, 243 int dstX1, int dstY1) 244{ 245 if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1)) 246 return FALSE; /* src completely left of dst */ 247 248 if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1)) 249 return FALSE; /* dst completely left of src */ 250 251 if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1)) 252 return FALSE; /* src completely above dst */ 253 254 if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1)) 255 return FALSE; /* dst completely above src */ 256 257 return TRUE; /* some overlap */ 258} 259 260 261/** 262 * Copy pixel block from src surface to dst surface. 263 * Overlapping regions are acceptable. 264 * Flipping and stretching are supported. 265 * \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR 266 * \param writemask controls which channels in the dest surface are sourced 267 * from the src surface. Disabled channels are sourced 268 * from (0,0,0,1). 269 * XXX what about clipping??? 270 * XXX need some control over blitting Z and/or stencil. 271 */ 272void 273util_blit_pixels_writemask(struct blit_state *ctx, 274 struct pipe_surface *src, 275 int srcX0, int srcY0, 276 int srcX1, int srcY1, 277 struct pipe_surface *dst, 278 int dstX0, int dstY0, 279 int dstX1, int dstY1, 280 float z, uint filter, 281 uint writemask) 282{ 283 struct pipe_context *pipe = ctx->pipe; 284 struct pipe_screen *screen = pipe->screen; 285 struct pipe_texture *tex = NULL; 286 struct pipe_framebuffer_state fb; 287 const int srcW = abs(srcX1 - srcX0); 288 const int srcH = abs(srcY1 - srcY0); 289 unsigned offset; 290 boolean overlap; 291 float s0, t0, s1, t1; 292 293 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 294 filter == PIPE_TEX_MIPFILTER_LINEAR); 295 296 assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D, 297 PIPE_TEXTURE_USAGE_SAMPLER, 0)); 298 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, 299 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)); 300 301 /* do the regions overlap? */ 302 overlap = util_same_surface(src, dst) && 303 regions_overlap(srcX0, srcY0, srcX1, srcY1, 304 dstX0, dstY0, dstX1, dstY1); 305 306 /* 307 * Check for simple case: no format conversion, no flipping, no stretching, 308 * no overlapping. 309 * Filter mode should not matter since there's no stretching. 310 */ 311 if (pipe->surface_copy && 312 dst->format == src->format && 313 srcX0 < srcX1 && 314 dstX0 < dstX1 && 315 srcY0 < srcY1 && 316 dstY0 < dstY1 && 317 (dstX1 - dstX0) == (srcX1 - srcX0) && 318 (dstY1 - dstY0) == (srcY1 - srcY0) && 319 !overlap) { 320 pipe->surface_copy(pipe, 321 dst, dstX0, dstY0, /* dest */ 322 src, srcX0, srcY0, /* src */ 323 srcW, srcH); /* size */ 324 return; 325 } 326 327 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, 328 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)); 329 330 /* Create a temporary texture when src and dest alias or when src 331 * is anything other than a single-level 2d texture. 332 * 333 * This can still be improved upon. 334 */ 335 if (util_same_surface(src, dst) || 336 src->texture->target != PIPE_TEXTURE_2D || 337 src->texture->last_level != 0) 338 { 339 struct pipe_texture texTemp; 340 struct pipe_surface *texSurf; 341 const int srcLeft = MIN2(srcX0, srcX1); 342 const int srcTop = MIN2(srcY0, srcY1); 343 344 if (srcLeft != srcX0) { 345 /* left-right flip */ 346 int tmp = dstX0; 347 dstX0 = dstX1; 348 dstX1 = tmp; 349 } 350 351 if (srcTop != srcY0) { 352 /* up-down flip */ 353 int tmp = dstY0; 354 dstY0 = dstY1; 355 dstY1 = tmp; 356 } 357 358 /* create temp texture */ 359 memset(&texTemp, 0, sizeof(texTemp)); 360 texTemp.target = PIPE_TEXTURE_2D; 361 texTemp.format = src->format; 362 texTemp.last_level = 0; 363 texTemp.width0 = srcW; 364 texTemp.height0 = srcH; 365 texTemp.depth0 = 1; 366 367 tex = screen->texture_create(screen, &texTemp); 368 if (!tex) 369 return; 370 371 texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0, 372 PIPE_BUFFER_USAGE_GPU_WRITE); 373 374 /* load temp texture */ 375 if (pipe->surface_copy) { 376 pipe->surface_copy(pipe, 377 texSurf, 0, 0, /* dest */ 378 src, srcLeft, srcTop, /* src */ 379 srcW, srcH); /* size */ 380 } else { 381 util_surface_copy(pipe, FALSE, 382 texSurf, 0, 0, /* dest */ 383 src, srcLeft, srcTop, /* src */ 384 srcW, srcH); /* size */ 385 } 386 387 /* free the surface, update the texture if necessary. 388 */ 389 pipe_surface_reference(&texSurf, NULL); 390 s0 = 0.0f; 391 s1 = 1.0f; 392 t0 = 0.0f; 393 t1 = 1.0f; 394 } 395 else { 396 pipe_texture_reference(&tex, src->texture); 397 s0 = srcX0 / (float)tex->width0; 398 s1 = srcX1 / (float)tex->width0; 399 t0 = srcY0 / (float)tex->height0; 400 t1 = srcY1 / (float)tex->height0; 401 } 402 403 404 /* save state (restored below) */ 405 cso_save_blend(ctx->cso); 406 cso_save_depth_stencil_alpha(ctx->cso); 407 cso_save_rasterizer(ctx->cso); 408 cso_save_samplers(ctx->cso); 409 cso_save_sampler_textures(ctx->cso); 410 cso_save_framebuffer(ctx->cso); 411 cso_save_fragment_shader(ctx->cso); 412 cso_save_vertex_shader(ctx->cso); 413 414 /* set misc state we care about */ 415 cso_set_blend(ctx->cso, &ctx->blend); 416 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil); 417 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 418 419 /* sampler */ 420 ctx->sampler.min_img_filter = filter; 421 ctx->sampler.mag_img_filter = filter; 422 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 423 cso_single_sampler_done(ctx->cso); 424 425 /* texture */ 426 cso_set_sampler_textures(ctx->cso, 1, &tex); 427 428 if (ctx->fs[writemask] == NULL) 429 ctx->fs[writemask] = 430 util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D, 431 writemask); 432 433 /* shaders */ 434 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]); 435 cso_set_vertex_shader_handle(ctx->cso, ctx->vs); 436 437 /* drawing dest */ 438 memset(&fb, 0, sizeof(fb)); 439 fb.width = dst->width; 440 fb.height = dst->height; 441 fb.nr_cbufs = 1; 442 fb.cbufs[0] = dst; 443 cso_set_framebuffer(ctx->cso, &fb); 444 445 /* draw quad */ 446 offset = setup_vertex_data_tex(ctx, 447 (float) dstX0, (float) dstY0, 448 (float) dstX1, (float) dstY1, 449 s0, t0, 450 s1, t1, 451 z); 452 453 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset, 454 PIPE_PRIM_TRIANGLE_FAN, 455 4, /* verts */ 456 2); /* attribs/vert */ 457 458 /* restore state we changed */ 459 cso_restore_blend(ctx->cso); 460 cso_restore_depth_stencil_alpha(ctx->cso); 461 cso_restore_rasterizer(ctx->cso); 462 cso_restore_samplers(ctx->cso); 463 cso_restore_sampler_textures(ctx->cso); 464 cso_restore_framebuffer(ctx->cso); 465 cso_restore_fragment_shader(ctx->cso); 466 cso_restore_vertex_shader(ctx->cso); 467 468 pipe_texture_reference(&tex, NULL); 469} 470 471 472void 473util_blit_pixels(struct blit_state *ctx, 474 struct pipe_surface *src, 475 int srcX0, int srcY0, 476 int srcX1, int srcY1, 477 struct pipe_surface *dst, 478 int dstX0, int dstY0, 479 int dstX1, int dstY1, 480 float z, uint filter ) 481{ 482 util_blit_pixels_writemask( ctx, src, 483 srcX0, srcY0, 484 srcX1, srcY1, 485 dst, 486 dstX0, dstY0, 487 dstX1, dstY1, 488 z, filter, 489 TGSI_WRITEMASK_XYZW ); 490} 491 492 493/* Release vertex buffer at end of frame to avoid synchronous 494 * rendering. 495 */ 496void util_blit_flush( struct blit_state *ctx ) 497{ 498 pipe_buffer_reference(&ctx->vbuf, NULL); 499 ctx->vbuf_slot = 0; 500} 501 502 503 504/** 505 * Copy pixel block from src texture to dst surface. 506 * Overlapping regions are acceptable. 507 * 508 * XXX Should support selection of level. 509 * XXX need some control over blitting Z and/or stencil. 510 */ 511void 512util_blit_pixels_tex(struct blit_state *ctx, 513 struct pipe_texture *tex, 514 int srcX0, int srcY0, 515 int srcX1, int srcY1, 516 struct pipe_surface *dst, 517 int dstX0, int dstY0, 518 int dstX1, int dstY1, 519 float z, uint filter) 520{ 521 struct pipe_framebuffer_state fb; 522 float s0, t0, s1, t1; 523 unsigned offset; 524 525 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 526 filter == PIPE_TEX_MIPFILTER_LINEAR); 527 528 assert(tex->width0 != 0); 529 assert(tex->height0 != 0); 530 531 s0 = srcX0 / (float)tex->width0; 532 s1 = srcX1 / (float)tex->width0; 533 t0 = srcY0 / (float)tex->height0; 534 t1 = srcY1 / (float)tex->height0; 535 536 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format, 537 PIPE_TEXTURE_2D, 538 PIPE_TEXTURE_USAGE_RENDER_TARGET, 539 0)); 540 541 /* save state (restored below) */ 542 cso_save_blend(ctx->cso); 543 cso_save_depth_stencil_alpha(ctx->cso); 544 cso_save_rasterizer(ctx->cso); 545 cso_save_samplers(ctx->cso); 546 cso_save_sampler_textures(ctx->cso); 547 cso_save_framebuffer(ctx->cso); 548 cso_save_fragment_shader(ctx->cso); 549 cso_save_vertex_shader(ctx->cso); 550 551 /* set misc state we care about */ 552 cso_set_blend(ctx->cso, &ctx->blend); 553 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil); 554 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 555 556 /* sampler */ 557 ctx->sampler.min_img_filter = filter; 558 ctx->sampler.mag_img_filter = filter; 559 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 560 cso_single_sampler_done(ctx->cso); 561 562 /* texture */ 563 cso_set_sampler_textures(ctx->cso, 1, &tex); 564 565 /* shaders */ 566 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]); 567 cso_set_vertex_shader_handle(ctx->cso, ctx->vs); 568 569 /* drawing dest */ 570 memset(&fb, 0, sizeof(fb)); 571 fb.width = dst->width; 572 fb.height = dst->height; 573 fb.nr_cbufs = 1; 574 fb.cbufs[0] = dst; 575 cso_set_framebuffer(ctx->cso, &fb); 576 577 /* draw quad */ 578 offset = setup_vertex_data_tex(ctx, 579 (float) dstX0, (float) dstY0, 580 (float) dstX1, (float) dstY1, 581 s0, t0, s1, t1, 582 z); 583 584 util_draw_vertex_buffer(ctx->pipe, 585 ctx->vbuf, offset, 586 PIPE_PRIM_TRIANGLE_FAN, 587 4, /* verts */ 588 2); /* attribs/vert */ 589 590 /* restore state we changed */ 591 cso_restore_blend(ctx->cso); 592 cso_restore_depth_stencil_alpha(ctx->cso); 593 cso_restore_rasterizer(ctx->cso); 594 cso_restore_samplers(ctx->cso); 595 cso_restore_sampler_textures(ctx->cso); 596 cso_restore_framebuffer(ctx->cso); 597 cso_restore_fragment_shader(ctx->cso); 598 cso_restore_vertex_shader(ctx->cso); 599} 600