u_blit.c revision 3fa8a8ea28f93aa4f936770468b0f700e9ea3317
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_math.h" 46#include "util/u_memory.h" 47#include "util/u_sampler.h" 48#include "util/u_simple_shaders.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 struct pipe_clip_state clip; 64 struct pipe_vertex_element velem[2]; 65 66 void *vs; 67 void *fs[TGSI_WRITEMASK_XYZW + 1]; 68 69 struct pipe_resource *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.rt[0].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.cull_face = PIPE_FACE_NONE; 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 /* vertex elements state */ 116 memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2); 117 for (i = 0; i < 2; i++) { 118 ctx->velem[i].src_offset = i * 4 * sizeof(float); 119 ctx->velem[i].instance_divisor = 0; 120 ctx->velem[i].vertex_buffer_index = 0; 121 ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; 122 } 123 124 /* vertex shader - still required to provide the linkage between 125 * fragment shader input semantics and vertex_element/buffers. 126 */ 127 { 128 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 129 TGSI_SEMANTIC_GENERIC }; 130 const uint semantic_indexes[] = { 0, 0 }; 131 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names, 132 semantic_indexes); 133 } 134 135 /* fragment shader */ 136 ctx->fs[TGSI_WRITEMASK_XYZW] = 137 util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D); 138 ctx->vbuf = NULL; 139 140 /* init vertex data that doesn't change */ 141 for (i = 0; i < 4; i++) { 142 ctx->vertices[i][0][3] = 1.0f; /* w */ 143 ctx->vertices[i][1][2] = 0.0f; /* r */ 144 ctx->vertices[i][1][3] = 1.0f; /* q */ 145 } 146 147 return ctx; 148} 149 150 151/** 152 * Destroy a blit context 153 */ 154void 155util_destroy_blit(struct blit_state *ctx) 156{ 157 struct pipe_context *pipe = ctx->pipe; 158 unsigned i; 159 160 pipe->delete_vs_state(pipe, ctx->vs); 161 162 for (i = 0; i < Elements(ctx->fs); i++) 163 if (ctx->fs[i]) 164 pipe->delete_fs_state(pipe, ctx->fs[i]); 165 166 pipe_resource_reference(&ctx->vbuf, NULL); 167 168 FREE(ctx); 169} 170 171 172/** 173 * Get offset of next free slot in vertex buffer for quad vertices. 174 */ 175static unsigned 176get_next_slot( struct blit_state *ctx ) 177{ 178 const unsigned max_slots = 4096 / sizeof ctx->vertices; 179 180 if (ctx->vbuf_slot >= max_slots) 181 util_blit_flush( ctx ); 182 183 if (!ctx->vbuf) { 184 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen, 185 PIPE_BIND_VERTEX_BUFFER, 186 max_slots * sizeof ctx->vertices); 187 } 188 189 return ctx->vbuf_slot++ * sizeof ctx->vertices; 190} 191 192 193 194 195/** 196 * Setup vertex data for the textured quad we'll draw. 197 * Note: y=0=top 198 */ 199static unsigned 200setup_vertex_data_tex(struct blit_state *ctx, 201 float x0, float y0, float x1, float y1, 202 float s0, float t0, float s1, float t1, 203 float z) 204{ 205 unsigned offset; 206 207 ctx->vertices[0][0][0] = x0; 208 ctx->vertices[0][0][1] = y0; 209 ctx->vertices[0][0][2] = z; 210 ctx->vertices[0][1][0] = s0; /*s*/ 211 ctx->vertices[0][1][1] = t0; /*t*/ 212 213 ctx->vertices[1][0][0] = x1; 214 ctx->vertices[1][0][1] = y0; 215 ctx->vertices[1][0][2] = z; 216 ctx->vertices[1][1][0] = s1; /*s*/ 217 ctx->vertices[1][1][1] = t0; /*t*/ 218 219 ctx->vertices[2][0][0] = x1; 220 ctx->vertices[2][0][1] = y1; 221 ctx->vertices[2][0][2] = z; 222 ctx->vertices[2][1][0] = s1; 223 ctx->vertices[2][1][1] = t1; 224 225 ctx->vertices[3][0][0] = x0; 226 ctx->vertices[3][0][1] = y1; 227 ctx->vertices[3][0][2] = z; 228 ctx->vertices[3][1][0] = s0; 229 ctx->vertices[3][1][1] = t1; 230 231 offset = get_next_slot( ctx ); 232 233 pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf, 234 offset, sizeof(ctx->vertices), ctx->vertices); 235 236 return offset; 237} 238 239 240/** 241 * \return TRUE if two regions overlap, FALSE otherwise 242 */ 243static boolean 244regions_overlap(int srcX0, int srcY0, 245 int srcX1, int srcY1, 246 int dstX0, int dstY0, 247 int dstX1, int dstY1) 248{ 249 if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1)) 250 return FALSE; /* src completely left of dst */ 251 252 if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1)) 253 return FALSE; /* dst completely left of src */ 254 255 if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1)) 256 return FALSE; /* src completely above dst */ 257 258 if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1)) 259 return FALSE; /* dst completely above src */ 260 261 return TRUE; /* some overlap */ 262} 263 264 265/** 266 * Copy pixel block from src surface to dst surface. 267 * Overlapping regions are acceptable. 268 * Flipping and stretching are supported. 269 * \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR 270 * \param writemask controls which channels in the dest surface are sourced 271 * from the src surface. Disabled channels are sourced 272 * from (0,0,0,1). 273 * XXX need some control over blitting Z and/or stencil. 274 */ 275void 276util_blit_pixels_writemask(struct blit_state *ctx, 277 struct pipe_resource *src_tex, 278 struct pipe_subresource srcsub, 279 int srcX0, int srcY0, 280 int srcX1, int srcY1, 281 int srcZ0, 282 struct pipe_surface *dst, 283 int dstX0, int dstY0, 284 int dstX1, int dstY1, 285 float z, uint filter, 286 uint writemask) 287{ 288 struct pipe_context *pipe = ctx->pipe; 289 struct pipe_screen *screen = pipe->screen; 290 struct pipe_sampler_view *sampler_view = NULL; 291 struct pipe_sampler_view sv_templ; 292 struct pipe_framebuffer_state fb; 293 const int srcW = abs(srcX1 - srcX0); 294 const int srcH = abs(srcY1 - srcY0); 295 unsigned offset; 296 boolean overlap; 297 float s0, t0, s1, t1; 298 299 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 300 filter == PIPE_TEX_MIPFILTER_LINEAR); 301 302 assert(srcsub.level <= src_tex->last_level); 303 304 /* do the regions overlap? */ 305 overlap = src_tex == dst->texture && 306 dst->face == srcsub.face && 307 dst->level == srcsub.level && 308 dst->zslice == srcZ0 && 309 regions_overlap(srcX0, srcY0, srcX1, srcY1, 310 dstX0, dstY0, dstX1, dstY1); 311 312 /* 313 * Check for simple case: no format conversion, no flipping, no stretching, 314 * no overlapping. 315 * Filter mode should not matter since there's no stretching. 316 */ 317 if (dst->format == src_tex->format && 318 srcX0 < srcX1 && 319 dstX0 < dstX1 && 320 srcY0 < srcY1 && 321 dstY0 < dstY1 && 322 (dstX1 - dstX0) == (srcX1 - srcX0) && 323 (dstY1 - dstY0) == (srcY1 - srcY0) && 324 !overlap) { 325 struct pipe_subresource subdst; 326 subdst.face = dst->face; 327 subdst.level = dst->level; 328 pipe->resource_copy_region(pipe, 329 dst->texture, subdst, 330 dstX0, dstY0, dst->zslice,/* dest */ 331 src_tex, srcsub, 332 srcX0, srcY0, srcZ0,/* src */ 333 srcW, srcH); /* size */ 334 return; 335 } 336 337 338 /* Create a temporary texture when src and dest alias or when src 339 * is anything other than a 2d texture. 340 * XXX should just use appropriate shader to access 1d / 3d slice / cube face, 341 * much like the u_blitter code does (should be pretty trivial). 342 * 343 * This can still be improved upon. 344 */ 345 if ((src_tex == dst->texture && 346 dst->face == srcsub.face && 347 dst->level == srcsub.level && 348 dst->zslice == srcZ0) || 349 src_tex->target != PIPE_TEXTURE_2D) 350 { 351 struct pipe_resource texTemp; 352 struct pipe_resource *tex; 353 struct pipe_sampler_view sv_templ; 354 struct pipe_subresource texsub; 355 const int srcLeft = MIN2(srcX0, srcX1); 356 const int srcTop = MIN2(srcY0, srcY1); 357 358 if (srcLeft != srcX0) { 359 /* left-right flip */ 360 int tmp = dstX0; 361 dstX0 = dstX1; 362 dstX1 = tmp; 363 } 364 365 if (srcTop != srcY0) { 366 /* up-down flip */ 367 int tmp = dstY0; 368 dstY0 = dstY1; 369 dstY1 = tmp; 370 } 371 372 /* create temp texture */ 373 memset(&texTemp, 0, sizeof(texTemp)); 374 texTemp.target = PIPE_TEXTURE_2D; 375 texTemp.format = src_tex->format; 376 texTemp.last_level = 0; 377 texTemp.width0 = srcW; 378 texTemp.height0 = srcH; 379 texTemp.depth0 = 1; 380 texTemp.bind = PIPE_BIND_SAMPLER_VIEW; 381 382 tex = screen->resource_create(screen, &texTemp); 383 if (!tex) 384 return; 385 386 texsub.face = 0; 387 texsub.level = 0; 388 /* load temp texture */ 389 pipe->resource_copy_region(pipe, 390 tex, texsub, 0, 0, 0, /* dest */ 391 src_tex, srcsub, srcLeft, srcTop, srcZ0, /* src */ 392 srcW, srcH); /* size */ 393 394 s0 = 0.0f; 395 s1 = 1.0f; 396 t0 = 0.0f; 397 t1 = 1.0f; 398 399 u_sampler_view_default_template(&sv_templ, tex, tex->format); 400 sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ); 401 402 if (!sampler_view) { 403 pipe_resource_reference(&tex, NULL); 404 return; 405 } 406 pipe_resource_reference(&tex, NULL); 407 } 408 else { 409 u_sampler_view_default_template(&sv_templ, src_tex, src_tex->format); 410 sv_templ.first_level = sv_templ.last_level = srcsub.level; 411 sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ); 412 413 if (!sampler_view) { 414 return; 415 } 416 417 s0 = srcX0 / (float)(u_minify(sampler_view->texture->width0, srcsub.level)); 418 s1 = srcX1 / (float)(u_minify(sampler_view->texture->width0, srcsub.level)); 419 t0 = srcY0 / (float)(u_minify(sampler_view->texture->height0, srcsub.level)); 420 t1 = srcY1 / (float)(u_minify(sampler_view->texture->height0, srcsub.level)); 421 } 422 423 424 assert(screen->is_format_supported(screen, sampler_view->format, PIPE_TEXTURE_2D, 425 sampler_view->texture->nr_samples, 426 PIPE_BIND_SAMPLER_VIEW, 0)); 427 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, 428 dst->texture->nr_samples, 429 PIPE_BIND_RENDER_TARGET, 0)); 430 431 /* save state (restored below) */ 432 cso_save_blend(ctx->cso); 433 cso_save_depth_stencil_alpha(ctx->cso); 434 cso_save_rasterizer(ctx->cso); 435 cso_save_samplers(ctx->cso); 436 cso_save_fragment_sampler_views(ctx->cso); 437 cso_save_viewport(ctx->cso); 438 cso_save_framebuffer(ctx->cso); 439 cso_save_fragment_shader(ctx->cso); 440 cso_save_vertex_shader(ctx->cso); 441 cso_save_clip(ctx->cso); 442 cso_save_vertex_elements(ctx->cso); 443 444 /* set misc state we care about */ 445 cso_set_blend(ctx->cso, &ctx->blend); 446 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil); 447 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 448 cso_set_clip(ctx->cso, &ctx->clip); 449 cso_set_vertex_elements(ctx->cso, 2, ctx->velem); 450 451 /* sampler */ 452 ctx->sampler.min_img_filter = filter; 453 ctx->sampler.mag_img_filter = filter; 454 /* we've limited this already with the sampler view but you never know... */ 455 ctx->sampler.min_lod = srcsub.level; 456 ctx->sampler.max_lod = srcsub.level; 457 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 458 cso_single_sampler_done(ctx->cso); 459 460 /* viewport */ 461 ctx->viewport.scale[0] = 0.5f * dst->width; 462 ctx->viewport.scale[1] = 0.5f * dst->height; 463 ctx->viewport.scale[2] = 0.5f; 464 ctx->viewport.scale[3] = 1.0f; 465 ctx->viewport.translate[0] = 0.5f * dst->width; 466 ctx->viewport.translate[1] = 0.5f * dst->height; 467 ctx->viewport.translate[2] = 0.5f; 468 ctx->viewport.translate[3] = 0.0f; 469 cso_set_viewport(ctx->cso, &ctx->viewport); 470 471 /* texture */ 472 cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view); 473 474 if (ctx->fs[writemask] == NULL) 475 ctx->fs[writemask] = 476 util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D, 477 writemask); 478 479 /* shaders */ 480 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]); 481 cso_set_vertex_shader_handle(ctx->cso, ctx->vs); 482 483 /* drawing dest */ 484 memset(&fb, 0, sizeof(fb)); 485 fb.width = dst->width; 486 fb.height = dst->height; 487 fb.nr_cbufs = 1; 488 fb.cbufs[0] = dst; 489 cso_set_framebuffer(ctx->cso, &fb); 490 491 /* draw quad */ 492 offset = setup_vertex_data_tex(ctx, 493 (float) dstX0 / dst->width * 2.0f - 1.0f, 494 (float) dstY0 / dst->height * 2.0f - 1.0f, 495 (float) dstX1 / dst->width * 2.0f - 1.0f, 496 (float) dstY1 / dst->height * 2.0f - 1.0f, 497 s0, t0, 498 s1, t1, 499 z); 500 501 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset, 502 PIPE_PRIM_TRIANGLE_FAN, 503 4, /* verts */ 504 2); /* attribs/vert */ 505 506 /* restore state we changed */ 507 cso_restore_blend(ctx->cso); 508 cso_restore_depth_stencil_alpha(ctx->cso); 509 cso_restore_rasterizer(ctx->cso); 510 cso_restore_samplers(ctx->cso); 511 cso_restore_fragment_sampler_views(ctx->cso); 512 cso_restore_viewport(ctx->cso); 513 cso_restore_framebuffer(ctx->cso); 514 cso_restore_fragment_shader(ctx->cso); 515 cso_restore_vertex_shader(ctx->cso); 516 cso_restore_clip(ctx->cso); 517 cso_restore_vertex_elements(ctx->cso); 518 519 pipe_sampler_view_reference(&sampler_view, NULL); 520} 521 522 523void 524util_blit_pixels(struct blit_state *ctx, 525 struct pipe_resource *src_tex, 526 struct pipe_subresource srcsub, 527 int srcX0, int srcY0, 528 int srcX1, int srcY1, 529 int srcZ, 530 struct pipe_surface *dst, 531 int dstX0, int dstY0, 532 int dstX1, int dstY1, 533 float z, uint filter ) 534{ 535 util_blit_pixels_writemask( ctx, src_tex, 536 srcsub, 537 srcX0, srcY0, 538 srcX1, srcY1, 539 srcZ, 540 dst, 541 dstX0, dstY0, 542 dstX1, dstY1, 543 z, filter, 544 TGSI_WRITEMASK_XYZW ); 545} 546 547 548/* Release vertex buffer at end of frame to avoid synchronous 549 * rendering. 550 */ 551void util_blit_flush( struct blit_state *ctx ) 552{ 553 pipe_resource_reference(&ctx->vbuf, NULL); 554 ctx->vbuf_slot = 0; 555} 556 557 558 559/** 560 * Copy pixel block from src texture to dst surface. 561 * 562 * XXX Should support selection of level. 563 * XXX need some control over blitting Z and/or stencil. 564 */ 565void 566util_blit_pixels_tex(struct blit_state *ctx, 567 struct pipe_sampler_view *src_sampler_view, 568 int srcX0, int srcY0, 569 int srcX1, int srcY1, 570 struct pipe_surface *dst, 571 int dstX0, int dstY0, 572 int dstX1, int dstY1, 573 float z, uint filter) 574{ 575 struct pipe_framebuffer_state fb; 576 float s0, t0, s1, t1; 577 unsigned offset; 578 struct pipe_resource *tex = src_sampler_view->texture; 579 580 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 581 filter == PIPE_TEX_MIPFILTER_LINEAR); 582 583 assert(tex); 584 assert(tex->width0 != 0); 585 assert(tex->height0 != 0); 586 587 s0 = srcX0 / (float)tex->width0; 588 s1 = srcX1 / (float)tex->width0; 589 t0 = srcY0 / (float)tex->height0; 590 t1 = srcY1 / (float)tex->height0; 591 592 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format, 593 PIPE_TEXTURE_2D, 594 dst->texture->nr_samples, 595 PIPE_BIND_RENDER_TARGET, 596 0)); 597 598 /* save state (restored below) */ 599 cso_save_blend(ctx->cso); 600 cso_save_depth_stencil_alpha(ctx->cso); 601 cso_save_rasterizer(ctx->cso); 602 cso_save_samplers(ctx->cso); 603 cso_save_fragment_sampler_views(ctx->cso); 604 cso_save_framebuffer(ctx->cso); 605 cso_save_fragment_shader(ctx->cso); 606 cso_save_vertex_shader(ctx->cso); 607 cso_save_clip(ctx->cso); 608 cso_save_vertex_elements(ctx->cso); 609 610 /* set misc state we care about */ 611 cso_set_blend(ctx->cso, &ctx->blend); 612 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil); 613 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 614 cso_set_clip(ctx->cso, &ctx->clip); 615 cso_set_vertex_elements(ctx->cso, 2, ctx->velem); 616 617 /* sampler */ 618 ctx->sampler.min_img_filter = filter; 619 ctx->sampler.mag_img_filter = filter; 620 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 621 cso_single_sampler_done(ctx->cso); 622 623 /* viewport */ 624 ctx->viewport.scale[0] = 0.5f * dst->width; 625 ctx->viewport.scale[1] = 0.5f * dst->height; 626 ctx->viewport.scale[2] = 0.5f; 627 ctx->viewport.scale[3] = 1.0f; 628 ctx->viewport.translate[0] = 0.5f * dst->width; 629 ctx->viewport.translate[1] = 0.5f * dst->height; 630 ctx->viewport.translate[2] = 0.5f; 631 ctx->viewport.translate[3] = 0.0f; 632 cso_set_viewport(ctx->cso, &ctx->viewport); 633 634 /* texture */ 635 cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view); 636 637 /* shaders */ 638 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]); 639 cso_set_vertex_shader_handle(ctx->cso, ctx->vs); 640 641 /* drawing dest */ 642 memset(&fb, 0, sizeof(fb)); 643 fb.width = dst->width; 644 fb.height = dst->height; 645 fb.nr_cbufs = 1; 646 fb.cbufs[0] = dst; 647 cso_set_framebuffer(ctx->cso, &fb); 648 649 /* draw quad */ 650 offset = setup_vertex_data_tex(ctx, 651 (float) dstX0 / dst->width * 2.0f - 1.0f, 652 (float) dstY0 / dst->height * 2.0f - 1.0f, 653 (float) dstX1 / dst->width * 2.0f - 1.0f, 654 (float) dstY1 / dst->height * 2.0f - 1.0f, 655 s0, t0, s1, t1, 656 z); 657 658 util_draw_vertex_buffer(ctx->pipe, 659 ctx->vbuf, offset, 660 PIPE_PRIM_TRIANGLE_FAN, 661 4, /* verts */ 662 2); /* attribs/vert */ 663 664 /* restore state we changed */ 665 cso_restore_blend(ctx->cso); 666 cso_restore_depth_stencil_alpha(ctx->cso); 667 cso_restore_rasterizer(ctx->cso); 668 cso_restore_samplers(ctx->cso); 669 cso_restore_fragment_sampler_views(ctx->cso); 670 cso_restore_framebuffer(ctx->cso); 671 cso_restore_fragment_shader(ctx->cso); 672 cso_restore_vertex_shader(ctx->cso); 673 cso_restore_clip(ctx->cso); 674 cso_restore_vertex_elements(ctx->cso); 675} 676