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