u_blit.c revision 235c6bdf6dc0a687a7313f948444c4294abc0ea1
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 "util/u_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 struct pipe_clip_state clip; 66 67 void *vs; 68 void *fs[TGSI_WRITEMASK_XYZW + 1]; 69 70 struct pipe_buffer *vbuf; /**< quad vertices */ 71 unsigned vbuf_slot; 72 73 float vertices[4][2][4]; /**< vertex/texcoords for quad */ 74}; 75 76 77/** 78 * Create state object for blit. 79 * Intended to be created once and re-used for many blit() calls. 80 */ 81struct blit_state * 82util_create_blit(struct pipe_context *pipe, struct cso_context *cso) 83{ 84 struct blit_state *ctx; 85 uint i; 86 87 ctx = CALLOC_STRUCT(blit_state); 88 if (!ctx) 89 return NULL; 90 91 ctx->pipe = pipe; 92 ctx->cso = cso; 93 94 /* disabled blending/masking */ 95 memset(&ctx->blend, 0, sizeof(ctx->blend)); 96 ctx->blend.rt[0].colormask = PIPE_MASK_RGBA; 97 98 /* no-op depth/stencil/alpha */ 99 memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil)); 100 101 /* rasterizer */ 102 memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer)); 103 ctx->rasterizer.front_winding = PIPE_WINDING_CW; 104 ctx->rasterizer.cull_mode = PIPE_WINDING_NONE; 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 /* vertex shader - still required to provide the linkage between 118 * fragment shader input semantics and vertex_element/buffers. 119 */ 120 { 121 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 122 TGSI_SEMANTIC_GENERIC }; 123 const uint semantic_indexes[] = { 0, 0 }; 124 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names, 125 semantic_indexes); 126 } 127 128 /* fragment shader */ 129 ctx->fs[TGSI_WRITEMASK_XYZW] = 130 util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D); 131 ctx->vbuf = NULL; 132 133 /* init vertex data that doesn't change */ 134 for (i = 0; i < 4; i++) { 135 ctx->vertices[i][0][3] = 1.0f; /* w */ 136 ctx->vertices[i][1][2] = 0.0f; /* r */ 137 ctx->vertices[i][1][3] = 1.0f; /* q */ 138 } 139 140 return ctx; 141} 142 143 144/** 145 * Destroy a blit context 146 */ 147void 148util_destroy_blit(struct blit_state *ctx) 149{ 150 struct pipe_context *pipe = ctx->pipe; 151 unsigned i; 152 153 pipe->delete_vs_state(pipe, ctx->vs); 154 155 for (i = 0; i < Elements(ctx->fs); i++) 156 if (ctx->fs[i]) 157 pipe->delete_fs_state(pipe, ctx->fs[i]); 158 159 pipe_buffer_reference(&ctx->vbuf, NULL); 160 161 FREE(ctx); 162} 163 164 165/** 166 * Get offset of next free slot in vertex buffer for quad vertices. 167 */ 168static unsigned 169get_next_slot( struct blit_state *ctx ) 170{ 171 const unsigned max_slots = 4096 / sizeof ctx->vertices; 172 173 if (ctx->vbuf_slot >= max_slots) 174 util_blit_flush( ctx ); 175 176 if (!ctx->vbuf) { 177 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen, 178 32, 179 PIPE_BUFFER_USAGE_VERTEX, 180 max_slots * sizeof ctx->vertices); 181 } 182 183 return ctx->vbuf_slot++ * sizeof ctx->vertices; 184} 185 186 187 188 189 190/** 191 * Setup vertex data for the textured quad we'll draw. 192 * Note: y=0=top 193 */ 194static unsigned 195setup_vertex_data_tex(struct blit_state *ctx, 196 float x0, float y0, float x1, float y1, 197 float s0, float t0, float s1, float t1, 198 float z) 199{ 200 unsigned offset; 201 202 ctx->vertices[0][0][0] = x0; 203 ctx->vertices[0][0][1] = y0; 204 ctx->vertices[0][0][2] = z; 205 ctx->vertices[0][1][0] = s0; /*s*/ 206 ctx->vertices[0][1][1] = t0; /*t*/ 207 208 ctx->vertices[1][0][0] = x1; 209 ctx->vertices[1][0][1] = y0; 210 ctx->vertices[1][0][2] = z; 211 ctx->vertices[1][1][0] = s1; /*s*/ 212 ctx->vertices[1][1][1] = t0; /*t*/ 213 214 ctx->vertices[2][0][0] = x1; 215 ctx->vertices[2][0][1] = y1; 216 ctx->vertices[2][0][2] = z; 217 ctx->vertices[2][1][0] = s1; 218 ctx->vertices[2][1][1] = t1; 219 220 ctx->vertices[3][0][0] = x0; 221 ctx->vertices[3][0][1] = y1; 222 ctx->vertices[3][0][2] = z; 223 ctx->vertices[3][1][0] = s0; 224 ctx->vertices[3][1][1] = t1; 225 226 offset = get_next_slot( ctx ); 227 228 pipe_buffer_write_nooverlap(ctx->pipe->screen, ctx->vbuf, 229 offset, sizeof(ctx->vertices), ctx->vertices); 230 231 return offset; 232} 233 234 235/** 236 * \return TRUE if two regions overlap, FALSE otherwise 237 */ 238static boolean 239regions_overlap(int srcX0, int srcY0, 240 int srcX1, int srcY1, 241 int dstX0, int dstY0, 242 int dstX1, int dstY1) 243{ 244 if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1)) 245 return FALSE; /* src completely left of dst */ 246 247 if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1)) 248 return FALSE; /* dst completely left of src */ 249 250 if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1)) 251 return FALSE; /* src completely above dst */ 252 253 if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1)) 254 return FALSE; /* dst completely above src */ 255 256 return TRUE; /* some overlap */ 257} 258 259 260/** 261 * Copy pixel block from src surface to dst surface. 262 * Overlapping regions are acceptable. 263 * Flipping and stretching are supported. 264 * \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR 265 * \param writemask controls which channels in the dest surface are sourced 266 * from the src surface. Disabled channels are sourced 267 * from (0,0,0,1). 268 * XXX need some control over blitting Z and/or stencil. 269 */ 270void 271util_blit_pixels_writemask(struct blit_state *ctx, 272 struct pipe_surface *src, 273 int srcX0, int srcY0, 274 int srcX1, int srcY1, 275 struct pipe_surface *dst, 276 int dstX0, int dstY0, 277 int dstX1, int dstY1, 278 float z, uint filter, 279 uint writemask) 280{ 281 struct pipe_context *pipe = ctx->pipe; 282 struct pipe_screen *screen = pipe->screen; 283 struct pipe_texture *tex = NULL; 284 struct pipe_framebuffer_state fb; 285 const int srcW = abs(srcX1 - srcX0); 286 const int srcH = abs(srcY1 - srcY0); 287 unsigned offset; 288 boolean overlap; 289 float s0, t0, s1, t1; 290 291 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 292 filter == PIPE_TEX_MIPFILTER_LINEAR); 293 294 assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D, 295 PIPE_TEXTURE_USAGE_SAMPLER, 0)); 296 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, 297 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)); 298 299 /* do the regions overlap? */ 300 overlap = util_same_surface(src, dst) && 301 regions_overlap(srcX0, srcY0, srcX1, srcY1, 302 dstX0, dstY0, dstX1, dstY1); 303 304 /* 305 * Check for simple case: no format conversion, no flipping, no stretching, 306 * no overlapping. 307 * Filter mode should not matter since there's no stretching. 308 */ 309 if (pipe->surface_copy && 310 dst->format == src->format && 311 srcX0 < srcX1 && 312 dstX0 < dstX1 && 313 srcY0 < srcY1 && 314 dstY0 < dstY1 && 315 (dstX1 - dstX0) == (srcX1 - srcX0) && 316 (dstY1 - dstY0) == (srcY1 - srcY0) && 317 !overlap) { 318 pipe->surface_copy(pipe, 319 dst, dstX0, dstY0, /* dest */ 320 src, srcX0, srcY0, /* src */ 321 srcW, srcH); /* size */ 322 return; 323 } 324 325 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, 326 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)); 327 328 /* Create a temporary texture when src and dest alias or when src 329 * is anything other than a single-level 2d texture. 330 * 331 * This can still be improved upon. 332 */ 333 if (util_same_surface(src, dst) || 334 src->texture->target != PIPE_TEXTURE_2D || 335 src->texture->last_level != 0) 336 { 337 struct pipe_texture texTemp; 338 struct pipe_surface *texSurf; 339 const int srcLeft = MIN2(srcX0, srcX1); 340 const int srcTop = MIN2(srcY0, srcY1); 341 342 if (srcLeft != srcX0) { 343 /* left-right flip */ 344 int tmp = dstX0; 345 dstX0 = dstX1; 346 dstX1 = tmp; 347 } 348 349 if (srcTop != srcY0) { 350 /* up-down flip */ 351 int tmp = dstY0; 352 dstY0 = dstY1; 353 dstY1 = tmp; 354 } 355 356 /* create temp texture */ 357 memset(&texTemp, 0, sizeof(texTemp)); 358 texTemp.target = PIPE_TEXTURE_2D; 359 texTemp.format = src->format; 360 texTemp.last_level = 0; 361 texTemp.width0 = srcW; 362 texTemp.height0 = srcH; 363 texTemp.depth0 = 1; 364 365 tex = screen->texture_create(screen, &texTemp); 366 if (!tex) 367 return; 368 369 texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0, 370 PIPE_BUFFER_USAGE_GPU_WRITE); 371 372 /* load temp texture */ 373 if (pipe->surface_copy) { 374 pipe->surface_copy(pipe, 375 texSurf, 0, 0, /* dest */ 376 src, srcLeft, srcTop, /* src */ 377 srcW, srcH); /* size */ 378 } else { 379 util_surface_copy(pipe, FALSE, 380 texSurf, 0, 0, /* dest */ 381 src, srcLeft, srcTop, /* src */ 382 srcW, srcH); /* size */ 383 } 384 385 /* free the surface, update the texture if necessary. 386 */ 387 pipe_surface_reference(&texSurf, NULL); 388 s0 = 0.0f; 389 s1 = 1.0f; 390 t0 = 0.0f; 391 t1 = 1.0f; 392 } 393 else { 394 pipe_texture_reference(&tex, src->texture); 395 s0 = srcX0 / (float)tex->width0; 396 s1 = srcX1 / (float)tex->width0; 397 t0 = srcY0 / (float)tex->height0; 398 t1 = srcY1 / (float)tex->height0; 399 } 400 401 402 /* save state (restored below) */ 403 cso_save_blend(ctx->cso); 404 cso_save_depth_stencil_alpha(ctx->cso); 405 cso_save_rasterizer(ctx->cso); 406 cso_save_samplers(ctx->cso); 407 cso_save_sampler_textures(ctx->cso); 408 cso_save_viewport(ctx->cso); 409 cso_save_framebuffer(ctx->cso); 410 cso_save_fragment_shader(ctx->cso); 411 cso_save_vertex_shader(ctx->cso); 412 cso_save_clip(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 cso_set_clip(ctx->cso, &ctx->clip); 419 420 /* sampler */ 421 ctx->sampler.min_img_filter = filter; 422 ctx->sampler.mag_img_filter = filter; 423 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 424 cso_single_sampler_done(ctx->cso); 425 426 /* viewport */ 427 ctx->viewport.scale[0] = 0.5f * dst->width; 428 ctx->viewport.scale[1] = 0.5f * dst->height; 429 ctx->viewport.scale[2] = 0.5f; 430 ctx->viewport.scale[3] = 1.0f; 431 ctx->viewport.translate[0] = 0.5f * dst->width; 432 ctx->viewport.translate[1] = 0.5f * dst->height; 433 ctx->viewport.translate[2] = 0.5f; 434 ctx->viewport.translate[3] = 0.0f; 435 cso_set_viewport(ctx->cso, &ctx->viewport); 436 437 /* texture */ 438 cso_set_sampler_textures(ctx->cso, 1, &tex); 439 440 if (ctx->fs[writemask] == NULL) 441 ctx->fs[writemask] = 442 util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D, 443 writemask); 444 445 /* shaders */ 446 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]); 447 cso_set_vertex_shader_handle(ctx->cso, ctx->vs); 448 449 /* drawing dest */ 450 memset(&fb, 0, sizeof(fb)); 451 fb.width = dst->width; 452 fb.height = dst->height; 453 fb.nr_cbufs = 1; 454 fb.cbufs[0] = dst; 455 cso_set_framebuffer(ctx->cso, &fb); 456 457 /* draw quad */ 458 offset = setup_vertex_data_tex(ctx, 459 (float) dstX0 / dst->width * 2.0f - 1.0f, 460 (float) dstY0 / dst->height * 2.0f - 1.0f, 461 (float) dstX1 / dst->width * 2.0f - 1.0f, 462 (float) dstY1 / dst->height * 2.0f - 1.0f, 463 s0, t0, 464 s1, t1, 465 z); 466 467 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset, 468 PIPE_PRIM_TRIANGLE_FAN, 469 4, /* verts */ 470 2); /* attribs/vert */ 471 472 /* restore state we changed */ 473 cso_restore_blend(ctx->cso); 474 cso_restore_depth_stencil_alpha(ctx->cso); 475 cso_restore_rasterizer(ctx->cso); 476 cso_restore_samplers(ctx->cso); 477 cso_restore_sampler_textures(ctx->cso); 478 cso_restore_viewport(ctx->cso); 479 cso_restore_framebuffer(ctx->cso); 480 cso_restore_fragment_shader(ctx->cso); 481 cso_restore_vertex_shader(ctx->cso); 482 cso_restore_clip(ctx->cso); 483 484 pipe_texture_reference(&tex, NULL); 485} 486 487 488void 489util_blit_pixels(struct blit_state *ctx, 490 struct pipe_surface *src, 491 int srcX0, int srcY0, 492 int srcX1, int srcY1, 493 struct pipe_surface *dst, 494 int dstX0, int dstY0, 495 int dstX1, int dstY1, 496 float z, uint filter ) 497{ 498 util_blit_pixels_writemask( ctx, src, 499 srcX0, srcY0, 500 srcX1, srcY1, 501 dst, 502 dstX0, dstY0, 503 dstX1, dstY1, 504 z, filter, 505 TGSI_WRITEMASK_XYZW ); 506} 507 508 509/* Release vertex buffer at end of frame to avoid synchronous 510 * rendering. 511 */ 512void util_blit_flush( struct blit_state *ctx ) 513{ 514 pipe_buffer_reference(&ctx->vbuf, NULL); 515 ctx->vbuf_slot = 0; 516} 517 518 519 520/** 521 * Copy pixel block from src texture to dst surface. 522 * Overlapping regions are acceptable. 523 * 524 * XXX Should support selection of level. 525 * XXX need some control over blitting Z and/or stencil. 526 */ 527void 528util_blit_pixels_tex(struct blit_state *ctx, 529 struct pipe_texture *tex, 530 int srcX0, int srcY0, 531 int srcX1, int srcY1, 532 struct pipe_surface *dst, 533 int dstX0, int dstY0, 534 int dstX1, int dstY1, 535 float z, uint filter) 536{ 537 struct pipe_framebuffer_state fb; 538 float s0, t0, s1, t1; 539 unsigned offset; 540 541 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 542 filter == PIPE_TEX_MIPFILTER_LINEAR); 543 544 assert(tex->width0 != 0); 545 assert(tex->height0 != 0); 546 547 s0 = srcX0 / (float)tex->width0; 548 s1 = srcX1 / (float)tex->width0; 549 t0 = srcY0 / (float)tex->height0; 550 t1 = srcY1 / (float)tex->height0; 551 552 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format, 553 PIPE_TEXTURE_2D, 554 PIPE_TEXTURE_USAGE_RENDER_TARGET, 555 0)); 556 557 /* save state (restored below) */ 558 cso_save_blend(ctx->cso); 559 cso_save_depth_stencil_alpha(ctx->cso); 560 cso_save_rasterizer(ctx->cso); 561 cso_save_samplers(ctx->cso); 562 cso_save_sampler_textures(ctx->cso); 563 cso_save_framebuffer(ctx->cso); 564 cso_save_fragment_shader(ctx->cso); 565 cso_save_vertex_shader(ctx->cso); 566 cso_save_clip(ctx->cso); 567 568 /* set misc state we care about */ 569 cso_set_blend(ctx->cso, &ctx->blend); 570 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil); 571 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 572 cso_set_clip(ctx->cso, &ctx->clip); 573 574 /* sampler */ 575 ctx->sampler.min_img_filter = filter; 576 ctx->sampler.mag_img_filter = filter; 577 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 578 cso_single_sampler_done(ctx->cso); 579 580 /* viewport */ 581 ctx->viewport.scale[0] = 0.5f * dst->width; 582 ctx->viewport.scale[1] = 0.5f * dst->height; 583 ctx->viewport.scale[2] = 0.5f; 584 ctx->viewport.scale[3] = 1.0f; 585 ctx->viewport.translate[0] = 0.5f * dst->width; 586 ctx->viewport.translate[1] = 0.5f * dst->height; 587 ctx->viewport.translate[2] = 0.5f; 588 ctx->viewport.translate[3] = 0.0f; 589 cso_set_viewport(ctx->cso, &ctx->viewport); 590 591 /* texture */ 592 cso_set_sampler_textures(ctx->cso, 1, &tex); 593 594 /* shaders */ 595 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]); 596 cso_set_vertex_shader_handle(ctx->cso, ctx->vs); 597 598 /* drawing dest */ 599 memset(&fb, 0, sizeof(fb)); 600 fb.width = dst->width; 601 fb.height = dst->height; 602 fb.nr_cbufs = 1; 603 fb.cbufs[0] = dst; 604 cso_set_framebuffer(ctx->cso, &fb); 605 606 /* draw quad */ 607 offset = setup_vertex_data_tex(ctx, 608 (float) dstX0 / dst->width * 2.0f - 1.0f, 609 (float) dstY0 / dst->height * 2.0f - 1.0f, 610 (float) dstX1 / dst->width * 2.0f - 1.0f, 611 (float) dstY1 / dst->height * 2.0f - 1.0f, 612 s0, t0, s1, t1, 613 z); 614 615 util_draw_vertex_buffer(ctx->pipe, 616 ctx->vbuf, offset, 617 PIPE_PRIM_TRIANGLE_FAN, 618 4, /* verts */ 619 2); /* attribs/vert */ 620 621 /* restore state we changed */ 622 cso_restore_blend(ctx->cso); 623 cso_restore_depth_stencil_alpha(ctx->cso); 624 cso_restore_rasterizer(ctx->cso); 625 cso_restore_samplers(ctx->cso); 626 cso_restore_sampler_textures(ctx->cso); 627 cso_restore_framebuffer(ctx->cso); 628 cso_restore_fragment_shader(ctx->cso); 629 cso_restore_vertex_shader(ctx->cso); 630 cso_restore_clip(ctx->cso); 631} 632