u_blit.c revision 3f5a316f36e2d376104640033c8bcefef3810ef4
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_math.h"
46#include "util/u_memory.h"
47#include "util/u_simple_shaders.h"
48#include "util/u_surface.h"
49
50#include "cso_cache/cso_context.h"
51
52
53struct blit_state
54{
55   struct pipe_context *pipe;
56   struct cso_context *cso;
57
58   struct pipe_blend_state blend;
59   struct pipe_depth_stencil_alpha_state depthstencil;
60   struct pipe_rasterizer_state rasterizer;
61   struct pipe_sampler_state sampler;
62   struct pipe_viewport_state viewport;
63
64   void *vs;
65   void *fs[TGSI_WRITEMASK_XYZW + 1];
66
67   struct pipe_buffer *vbuf;  /**< quad vertices */
68   unsigned vbuf_slot;
69
70   float vertices[4][2][4];   /**< vertex/texcoords for quad */
71};
72
73
74/**
75 * Create state object for blit.
76 * Intended to be created once and re-used for many blit() calls.
77 */
78struct blit_state *
79util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
80{
81   struct blit_state *ctx;
82   uint i;
83
84   ctx = CALLOC_STRUCT(blit_state);
85   if (!ctx)
86      return NULL;
87
88   ctx->pipe = pipe;
89   ctx->cso = cso;
90
91   /* disabled blending/masking */
92   memset(&ctx->blend, 0, sizeof(ctx->blend));
93   ctx->blend.colormask = PIPE_MASK_RGBA;
94
95   /* no-op depth/stencil/alpha */
96   memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
97
98   /* rasterizer */
99   memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
100   ctx->rasterizer.front_winding = PIPE_WINDING_CW;
101   ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
102   ctx->rasterizer.bypass_vs_clip_and_viewport = 1;
103   ctx->rasterizer.gl_rasterization_rules = 1;
104
105   /* samplers */
106   memset(&ctx->sampler, 0, sizeof(ctx->sampler));
107   ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
108   ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
109   ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
110   ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
111   ctx->sampler.min_img_filter = 0; /* set later */
112   ctx->sampler.mag_img_filter = 0; /* set later */
113   ctx->sampler.normalized_coords = 1;
114
115
116   /* vertex shader - still required to provide the linkage between
117    * fragment shader input semantics and vertex_element/buffers.
118    */
119   {
120      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
121                                      TGSI_SEMANTIC_GENERIC };
122      const uint semantic_indexes[] = { 0, 0 };
123      ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
124                                                    semantic_indexes);
125   }
126
127   /* fragment shader */
128   ctx->fs[TGSI_WRITEMASK_XYZW] = util_make_fragment_tex_shader(pipe);
129   ctx->vbuf = NULL;
130
131   /* init vertex data that doesn't change */
132   for (i = 0; i < 4; i++) {
133      ctx->vertices[i][0][3] = 1.0f; /* w */
134      ctx->vertices[i][1][2] = 0.0f; /* r */
135      ctx->vertices[i][1][3] = 1.0f; /* q */
136   }
137
138   return ctx;
139}
140
141
142/**
143 * Destroy a blit context
144 */
145void
146util_destroy_blit(struct blit_state *ctx)
147{
148   struct pipe_context *pipe = ctx->pipe;
149   unsigned i;
150
151   pipe->delete_vs_state(pipe, ctx->vs);
152
153   for (i = 0; i < Elements(ctx->fs); i++)
154      if (ctx->fs[i])
155         pipe->delete_fs_state(pipe, ctx->fs[i]);
156
157   pipe_buffer_reference(&ctx->vbuf, NULL);
158
159   FREE(ctx);
160}
161
162
163/**
164 * Get offset of next free slot in vertex buffer for quad vertices.
165 */
166static unsigned
167get_next_slot( struct blit_state *ctx )
168{
169   const unsigned max_slots = 4096 / sizeof ctx->vertices;
170
171   if (ctx->vbuf_slot >= max_slots)
172      util_blit_flush( ctx );
173
174   if (!ctx->vbuf) {
175      ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
176                                     32,
177                                     PIPE_BUFFER_USAGE_VERTEX,
178                                     max_slots * sizeof ctx->vertices);
179   }
180
181   return ctx->vbuf_slot++ * sizeof ctx->vertices;
182}
183
184
185
186
187
188/**
189 * Setup vertex data for the textured quad we'll draw.
190 * Note: y=0=top
191 */
192static unsigned
193setup_vertex_data_tex(struct blit_state *ctx,
194                      float x0, float y0, float x1, float y1,
195                      float s0, float t0, float s1, float t1,
196                      float z)
197{
198   unsigned offset;
199
200   ctx->vertices[0][0][0] = x0;
201   ctx->vertices[0][0][1] = y0;
202   ctx->vertices[0][0][2] = z;
203   ctx->vertices[0][1][0] = s0; /*s*/
204   ctx->vertices[0][1][1] = t0; /*t*/
205
206   ctx->vertices[1][0][0] = x1;
207   ctx->vertices[1][0][1] = y0;
208   ctx->vertices[1][0][2] = z;
209   ctx->vertices[1][1][0] = s1; /*s*/
210   ctx->vertices[1][1][1] = t0; /*t*/
211
212   ctx->vertices[2][0][0] = x1;
213   ctx->vertices[2][0][1] = y1;
214   ctx->vertices[2][0][2] = z;
215   ctx->vertices[2][1][0] = s1;
216   ctx->vertices[2][1][1] = t1;
217
218   ctx->vertices[3][0][0] = x0;
219   ctx->vertices[3][0][1] = y1;
220   ctx->vertices[3][0][2] = z;
221   ctx->vertices[3][1][0] = s0;
222   ctx->vertices[3][1][1] = t1;
223
224   offset = get_next_slot( ctx );
225
226   pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
227                     offset, sizeof(ctx->vertices), ctx->vertices);
228
229   return offset;
230}
231
232
233/**
234 * \return TRUE if two regions overlap, FALSE otherwise
235 */
236static boolean
237regions_overlap(int srcX0, int srcY0,
238                int srcX1, int srcY1,
239                int dstX0, int dstY0,
240                int dstX1, int dstY1)
241{
242   if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
243      return FALSE; /* src completely left of dst */
244
245   if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
246      return FALSE; /* dst completely left of src */
247
248   if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
249      return FALSE; /* src completely above dst */
250
251   if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
252      return FALSE; /* dst completely above src */
253
254   return TRUE; /* some overlap */
255}
256
257
258/**
259 * Copy pixel block from src surface to dst surface.
260 * Overlapping regions are acceptable.
261 * Flipping and stretching are supported.
262 * XXX what about clipping???
263 * XXX need some control over blitting Z and/or stencil.
264 */
265void
266util_blit_pixels_writemask(struct blit_state *ctx,
267                           struct pipe_surface *src,
268                           int srcX0, int srcY0,
269                           int srcX1, int srcY1,
270                           struct pipe_surface *dst,
271                           int dstX0, int dstY0,
272                           int dstX1, int dstY1,
273                           float z, uint filter,
274                           uint writemask)
275{
276   struct pipe_context *pipe = ctx->pipe;
277   struct pipe_screen *screen = pipe->screen;
278   struct pipe_texture *tex = NULL;
279   struct pipe_framebuffer_state fb;
280   const int srcW = abs(srcX1 - srcX0);
281   const int srcH = abs(srcY1 - srcY0);
282   unsigned offset;
283   boolean overlap;
284   float s0, t0, s1, t1;
285
286   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
287          filter == PIPE_TEX_MIPFILTER_LINEAR);
288
289   assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
290                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
291   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
292                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
293
294   /* do the regions overlap? */
295   overlap = util_same_surface(src, dst) &&
296      regions_overlap(srcX0, srcY0, srcX1, srcY1,
297                      dstX0, dstY0, dstX1, dstY1);
298
299   /*
300    * Check for simple case:  no format conversion, no flipping, no stretching,
301    * no overlapping.
302    * Filter mode should not matter since there's no stretching.
303    */
304   if (dst->format == src->format &&
305       srcX0 < srcX1 &&
306       dstX0 < dstX1 &&
307       srcY0 < srcY1 &&
308       dstY0 < dstY1 &&
309       (dstX1 - dstX0) == (srcX1 - srcX0) &&
310       (dstY1 - dstY0) == (srcY1 - srcY0) &&
311       !overlap) {
312      pipe->surface_copy(pipe,
313			 dst, dstX0, dstY0, /* dest */
314			 src, srcX0, srcY0, /* src */
315			 srcW, srcH);       /* size */
316      return;
317   }
318
319   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
320                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
321
322   /* Create a temporary texture when src and dest alias or when src
323    * is anything other than a single-level 2d texture.
324    *
325    * This can still be improved upon.
326    */
327   if (util_same_surface(src, dst) ||
328       src->texture->target != PIPE_TEXTURE_2D ||
329       src->texture->last_level != 0)
330   {
331      struct pipe_texture texTemp;
332      struct pipe_surface *texSurf;
333      const int srcLeft = MIN2(srcX0, srcX1);
334      const int srcTop = MIN2(srcY0, srcY1);
335
336      if (srcLeft != srcX0) {
337         /* left-right flip */
338         int tmp = dstX0;
339         dstX0 = dstX1;
340         dstX1 = tmp;
341      }
342
343      if (srcTop != srcY0) {
344         /* up-down flip */
345         int tmp = dstY0;
346         dstY0 = dstY1;
347         dstY1 = tmp;
348      }
349
350      /* create temp texture */
351      memset(&texTemp, 0, sizeof(texTemp));
352      texTemp.target = PIPE_TEXTURE_2D;
353      texTemp.format = src->format;
354      texTemp.last_level = 0;
355      texTemp.width[0] = srcW;
356      texTemp.height[0] = srcH;
357      texTemp.depth[0] = 1;
358      pf_get_block(src->format, &texTemp.block);
359
360      tex = screen->texture_create(screen, &texTemp);
361      if (!tex)
362         return;
363
364      texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
365                                        PIPE_BUFFER_USAGE_GPU_WRITE);
366
367      /* load temp texture */
368      pipe->surface_copy(pipe,
369                         texSurf, 0, 0,   /* dest */
370                         src, srcLeft, srcTop, /* src */
371                         srcW, srcH);     /* size */
372
373      /* free the surface, update the texture if necessary.
374       */
375      pipe_surface_reference(&texSurf, NULL);
376      s0 = 0.0f;
377      s1 = 1.0f;
378      t0 = 0.0f;
379      t1 = 1.0f;
380   }
381   else {
382      pipe_texture_reference(&tex, src->texture);
383      s0 = srcX0 / (float)tex->width[0];
384      s1 = srcX1 / (float)tex->width[0];
385      t0 = srcY0 / (float)tex->height[0];
386      t1 = srcY1 / (float)tex->height[0];
387   }
388
389
390   /* save state (restored below) */
391   cso_save_blend(ctx->cso);
392   cso_save_depth_stencil_alpha(ctx->cso);
393   cso_save_rasterizer(ctx->cso);
394   cso_save_samplers(ctx->cso);
395   cso_save_sampler_textures(ctx->cso);
396   cso_save_framebuffer(ctx->cso);
397   cso_save_fragment_shader(ctx->cso);
398   cso_save_vertex_shader(ctx->cso);
399
400   /* set misc state we care about */
401   cso_set_blend(ctx->cso, &ctx->blend);
402   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
403   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
404
405   /* sampler */
406   ctx->sampler.min_img_filter = filter;
407   ctx->sampler.mag_img_filter = filter;
408   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
409   cso_single_sampler_done(ctx->cso);
410
411   /* texture */
412   cso_set_sampler_textures(ctx->cso, 1, &tex);
413
414   if (ctx->fs[writemask] == NULL)
415      ctx->fs[writemask] = util_make_fragment_tex_shader_writemask(pipe, writemask);
416
417   /* shaders */
418   cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
419   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
420
421   /* drawing dest */
422   memset(&fb, 0, sizeof(fb));
423   fb.width = dst->width;
424   fb.height = dst->height;
425   fb.nr_cbufs = 1;
426   fb.cbufs[0] = dst;
427   cso_set_framebuffer(ctx->cso, &fb);
428
429   /* draw quad */
430   offset = setup_vertex_data_tex(ctx,
431                                  (float) dstX0, (float) dstY0,
432                                  (float) dstX1, (float) dstY1,
433                                  s0, t0,
434                                  s1, t1,
435                                  z);
436
437   util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
438                           PIPE_PRIM_TRIANGLE_FAN,
439                           4,  /* verts */
440                           2); /* attribs/vert */
441
442   /* restore state we changed */
443   cso_restore_blend(ctx->cso);
444   cso_restore_depth_stencil_alpha(ctx->cso);
445   cso_restore_rasterizer(ctx->cso);
446   cso_restore_samplers(ctx->cso);
447   cso_restore_sampler_textures(ctx->cso);
448   cso_restore_framebuffer(ctx->cso);
449   cso_restore_fragment_shader(ctx->cso);
450   cso_restore_vertex_shader(ctx->cso);
451
452   pipe_texture_reference(&tex, NULL);
453}
454
455
456void
457util_blit_pixels(struct blit_state *ctx,
458                 struct pipe_surface *src,
459                 int srcX0, int srcY0,
460                 int srcX1, int srcY1,
461                 struct pipe_surface *dst,
462                 int dstX0, int dstY0,
463                 int dstX1, int dstY1,
464                 float z, uint filter )
465{
466   util_blit_pixels_writemask( ctx, src,
467                               srcX0, srcY0,
468                               srcX1, srcY1,
469                               dst,
470                               dstX0, dstY0,
471                               dstX1, dstY1,
472                               z, filter,
473                               TGSI_WRITEMASK_XYZW );
474}
475
476
477/* Release vertex buffer at end of frame to avoid synchronous
478 * rendering.
479 */
480void util_blit_flush( struct blit_state *ctx )
481{
482   pipe_buffer_reference(&ctx->vbuf, NULL);
483   ctx->vbuf_slot = 0;
484}
485
486
487
488/**
489 * Copy pixel block from src texture to dst surface.
490 * Overlapping regions are acceptable.
491 *
492 * XXX Should support selection of level.
493 * XXX need some control over blitting Z and/or stencil.
494 */
495void
496util_blit_pixels_tex(struct blit_state *ctx,
497                 struct pipe_texture *tex,
498                 int srcX0, int srcY0,
499                 int srcX1, int srcY1,
500                 struct pipe_surface *dst,
501                 int dstX0, int dstY0,
502                 int dstX1, int dstY1,
503                 float z, uint filter)
504{
505   struct pipe_framebuffer_state fb;
506   float s0, t0, s1, t1;
507   unsigned offset;
508
509   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
510          filter == PIPE_TEX_MIPFILTER_LINEAR);
511
512   assert(tex->width[0] != 0);
513   assert(tex->height[0] != 0);
514
515   s0 = srcX0 / (float)tex->width[0];
516   s1 = srcX1 / (float)tex->width[0];
517   t0 = srcY0 / (float)tex->height[0];
518   t1 = srcY1 / (float)tex->height[0];
519
520   assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
521                                                 PIPE_TEXTURE_2D,
522                                                 PIPE_TEXTURE_USAGE_RENDER_TARGET,
523                                                 0));
524
525   /* save state (restored below) */
526   cso_save_blend(ctx->cso);
527   cso_save_depth_stencil_alpha(ctx->cso);
528   cso_save_rasterizer(ctx->cso);
529   cso_save_samplers(ctx->cso);
530   cso_save_sampler_textures(ctx->cso);
531   cso_save_framebuffer(ctx->cso);
532   cso_save_fragment_shader(ctx->cso);
533   cso_save_vertex_shader(ctx->cso);
534
535   /* set misc state we care about */
536   cso_set_blend(ctx->cso, &ctx->blend);
537   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
538   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
539
540   /* sampler */
541   ctx->sampler.min_img_filter = filter;
542   ctx->sampler.mag_img_filter = filter;
543   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
544   cso_single_sampler_done(ctx->cso);
545
546   /* texture */
547   cso_set_sampler_textures(ctx->cso, 1, &tex);
548
549   /* shaders */
550   cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
551   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
552
553   /* drawing dest */
554   memset(&fb, 0, sizeof(fb));
555   fb.width = dst->width;
556   fb.height = dst->height;
557   fb.nr_cbufs = 1;
558   fb.cbufs[0] = dst;
559   cso_set_framebuffer(ctx->cso, &fb);
560
561   /* draw quad */
562   offset = setup_vertex_data_tex(ctx,
563                                  (float) dstX0, (float) dstY0,
564                                  (float) dstX1, (float) dstY1,
565                                  s0, t0, s1, t1,
566                                  z);
567
568   util_draw_vertex_buffer(ctx->pipe,
569                           ctx->vbuf, offset,
570                           PIPE_PRIM_TRIANGLE_FAN,
571                           4,  /* verts */
572                           2); /* attribs/vert */
573
574   /* restore state we changed */
575   cso_restore_blend(ctx->cso);
576   cso_restore_depth_stencil_alpha(ctx->cso);
577   cso_restore_rasterizer(ctx->cso);
578   cso_restore_samplers(ctx->cso);
579   cso_restore_sampler_textures(ctx->cso);
580   cso_restore_framebuffer(ctx->cso);
581   cso_restore_fragment_shader(ctx->cso);
582   cso_restore_vertex_shader(ctx->cso);
583}
584