u_blit.c revision 683e7091a953204c9aee1410ac44be3b69bae9fc
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 49#include "cso_cache/cso_context.h" 50 51 52struct blit_state 53{ 54 struct pipe_context *pipe; 55 struct cso_context *cso; 56 57 struct pipe_blend_state blend; 58 struct pipe_depth_stencil_alpha_state depthstencil; 59 struct pipe_rasterizer_state rasterizer; 60 struct pipe_sampler_state sampler; 61 struct pipe_viewport_state viewport; 62 63 void *vs; 64 void *fs; 65 66 struct pipe_buffer *vbuf; /**< quad vertices */ 67 unsigned vbuf_slot; 68 69 float vertices[4][2][4]; /**< vertex/texcoords for quad */ 70}; 71 72 73/** 74 * Create state object for blit. 75 * Intended to be created once and re-used for many blit() calls. 76 */ 77struct blit_state * 78util_create_blit(struct pipe_context *pipe, struct cso_context *cso) 79{ 80 struct blit_state *ctx; 81 uint i; 82 83 ctx = CALLOC_STRUCT(blit_state); 84 if (!ctx) 85 return NULL; 86 87 ctx->pipe = pipe; 88 ctx->cso = cso; 89 90 /* disabled blending/masking */ 91 memset(&ctx->blend, 0, sizeof(ctx->blend)); 92 ctx->blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE; 93 ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE; 94 ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; 95 ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; 96 ctx->blend.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.bypass_vs_clip_and_viewport = 1; 106 ctx->rasterizer.gl_rasterization_rules = 1; 107 108 /* samplers */ 109 memset(&ctx->sampler, 0, sizeof(ctx->sampler)); 110 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 111 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 112 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 113 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; 114 ctx->sampler.min_img_filter = 0; /* set later */ 115 ctx->sampler.mag_img_filter = 0; /* set later */ 116 ctx->sampler.normalized_coords = 1; 117 118 119 /* vertex shader - still required to provide the linkage between 120 * fragment shader input semantics and vertex_element/buffers. 121 */ 122 { 123 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 124 TGSI_SEMANTIC_GENERIC }; 125 const uint semantic_indexes[] = { 0, 0 }; 126 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names, 127 semantic_indexes); 128 } 129 130 /* fragment shader */ 131 ctx->fs = util_make_fragment_tex_shader(pipe); 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; 152 153 pipe->delete_vs_state(pipe, ctx->vs); 154 pipe->delete_fs_state(pipe, ctx->fs); 155 156 pipe_buffer_reference(&ctx->vbuf, NULL); 157 158 FREE(ctx); 159} 160 161 162static unsigned get_next_slot( struct blit_state *ctx ) 163{ 164 const unsigned max_slots = 4096 / sizeof ctx->vertices; 165 166 if (ctx->vbuf_slot >= max_slots) 167 util_blit_flush( ctx ); 168 169 if (!ctx->vbuf) { 170 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen, 171 32, 172 PIPE_BUFFER_USAGE_VERTEX, 173 max_slots * sizeof ctx->vertices); 174 } 175 176 return ctx->vbuf_slot++ * sizeof ctx->vertices; 177} 178 179 180 181/** 182 * Setup vertex data for the textured quad we'll draw. 183 * Note: y=0=top 184 */ 185static unsigned 186setup_vertex_data(struct blit_state *ctx, 187 float x0, float y0, float x1, float y1, float z) 188{ 189 unsigned offset; 190 191 ctx->vertices[0][0][0] = x0; 192 ctx->vertices[0][0][1] = y0; 193 ctx->vertices[0][0][2] = z; 194 ctx->vertices[0][1][0] = 0.0f; /*s*/ 195 ctx->vertices[0][1][1] = 0.0f; /*t*/ 196 197 ctx->vertices[1][0][0] = x1; 198 ctx->vertices[1][0][1] = y0; 199 ctx->vertices[1][0][2] = z; 200 ctx->vertices[1][1][0] = 1.0f; /*s*/ 201 ctx->vertices[1][1][1] = 0.0f; /*t*/ 202 203 ctx->vertices[2][0][0] = x1; 204 ctx->vertices[2][0][1] = y1; 205 ctx->vertices[2][0][2] = z; 206 ctx->vertices[2][1][0] = 1.0f; 207 ctx->vertices[2][1][1] = 1.0f; 208 209 ctx->vertices[3][0][0] = x0; 210 ctx->vertices[3][0][1] = y1; 211 ctx->vertices[3][0][2] = z; 212 ctx->vertices[3][1][0] = 0.0f; 213 ctx->vertices[3][1][1] = 1.0f; 214 215 offset = get_next_slot( ctx ); 216 217 pipe_buffer_write(ctx->pipe->screen, ctx->vbuf, 218 offset, sizeof(ctx->vertices), ctx->vertices); 219 220 return offset; 221} 222 223 224/** 225 * Setup vertex data for the textured quad we'll draw. 226 * Note: y=0=top 227 */ 228static unsigned 229setup_vertex_data_tex(struct blit_state *ctx, 230 float x0, float y0, float x1, float y1, 231 float s0, float t0, float s1, float t1, 232 float z) 233{ 234 unsigned offset; 235 236 ctx->vertices[0][0][0] = x0; 237 ctx->vertices[0][0][1] = y0; 238 ctx->vertices[0][0][2] = z; 239 ctx->vertices[0][1][0] = s0; /*s*/ 240 ctx->vertices[0][1][1] = t0; /*t*/ 241 242 ctx->vertices[1][0][0] = x1; 243 ctx->vertices[1][0][1] = y0; 244 ctx->vertices[1][0][2] = z; 245 ctx->vertices[1][1][0] = s1; /*s*/ 246 ctx->vertices[1][1][1] = t0; /*t*/ 247 248 ctx->vertices[2][0][0] = x1; 249 ctx->vertices[2][0][1] = y1; 250 ctx->vertices[2][0][2] = z; 251 ctx->vertices[2][1][0] = s1; 252 ctx->vertices[2][1][1] = t1; 253 254 ctx->vertices[3][0][0] = x0; 255 ctx->vertices[3][0][1] = y1; 256 ctx->vertices[3][0][2] = z; 257 ctx->vertices[3][1][0] = s0; 258 ctx->vertices[3][1][1] = t1; 259 260 offset = get_next_slot( ctx ); 261 262 pipe_buffer_write(ctx->pipe->screen, ctx->vbuf, 263 offset, sizeof(ctx->vertices), ctx->vertices); 264 265 return offset; 266} 267/** 268 * Copy pixel block from src surface to dst surface. 269 * Overlapping regions are acceptable. 270 * XXX need some control over blitting Z and/or stencil. 271 */ 272void 273util_blit_pixels(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{ 282 struct pipe_context *pipe = ctx->pipe; 283 struct pipe_screen *screen = pipe->screen; 284 struct pipe_texture texTemp, *tex; 285 struct pipe_surface *texSurf; 286 struct pipe_framebuffer_state fb; 287 const int srcW = abs(srcX1 - srcX0); 288 const int srcH = abs(srcY1 - srcY0); 289 const int srcLeft = MIN2(srcX0, srcX1); 290 const int srcTop = MIN2(srcY0, srcY1); 291 unsigned offset; 292 293 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 294 filter == PIPE_TEX_MIPFILTER_LINEAR); 295 296 if (srcLeft != srcX0) { 297 /* left-right flip */ 298 int tmp = dstX0; 299 dstX0 = dstX1; 300 dstX1 = tmp; 301 } 302 303 if (srcTop != srcY0) { 304 /* up-down flip */ 305 int tmp = dstY0; 306 dstY0 = dstY1; 307 dstY1 = tmp; 308 } 309 310 assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D, 311 PIPE_TEXTURE_USAGE_SAMPLER, 0)); 312 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, 313 PIPE_TEXTURE_USAGE_SAMPLER, 0)); 314 315 if(dst->format == src->format && (dstX1 - dstX0) == srcW && (dstY1 - dstY0) == srcH) { 316 /* FIXME: this will most surely fail for overlapping rectangles */ 317 pipe->surface_copy(pipe, 318 dst, dstX0, dstY0, /* dest */ 319 src, srcX0, srcY0, /* src */ 320 srcW, srcH); /* size */ 321 return; 322 } 323 324 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, 325 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)); 326 327 /* 328 * XXX for now we're always creating a temporary texture. 329 * Strictly speaking that's not always needed. 330 */ 331 332 /* create temp texture */ 333 memset(&texTemp, 0, sizeof(texTemp)); 334 texTemp.target = PIPE_TEXTURE_2D; 335 texTemp.format = src->format; 336 texTemp.last_level = 0; 337 texTemp.width[0] = srcW; 338 texTemp.height[0] = srcH; 339 texTemp.depth[0] = 1; 340 texTemp.compressed = 0; 341 pf_get_block(src->format, &texTemp.block); 342 343 tex = screen->texture_create(screen, &texTemp); 344 if (!tex) 345 return; 346 347 texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0, 348 PIPE_BUFFER_USAGE_GPU_WRITE); 349 350 /* load temp texture */ 351 pipe->surface_copy(pipe, 352 texSurf, 0, 0, /* dest */ 353 src, srcLeft, srcTop, /* src */ 354 srcW, srcH); /* size */ 355 356 /* free the surface, update the texture if necessary. 357 */ 358 pipe_surface_reference(&texSurf, NULL); 359 360 /* save state (restored below) */ 361 cso_save_blend(ctx->cso); 362 cso_save_depth_stencil_alpha(ctx->cso); 363 cso_save_rasterizer(ctx->cso); 364 cso_save_samplers(ctx->cso); 365 cso_save_sampler_textures(ctx->cso); 366 cso_save_framebuffer(ctx->cso); 367 cso_save_fragment_shader(ctx->cso); 368 cso_save_vertex_shader(ctx->cso); 369 370 /* set misc state we care about */ 371 cso_set_blend(ctx->cso, &ctx->blend); 372 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil); 373 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 374 375 /* sampler */ 376 ctx->sampler.min_img_filter = filter; 377 ctx->sampler.mag_img_filter = filter; 378 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 379 cso_single_sampler_done(ctx->cso); 380 381 /* texture */ 382 cso_set_sampler_textures(ctx->cso, 1, &tex); 383 384 /* shaders */ 385 cso_set_fragment_shader_handle(ctx->cso, ctx->fs); 386 cso_set_vertex_shader_handle(ctx->cso, ctx->vs); 387 388 /* drawing dest */ 389 memset(&fb, 0, sizeof(fb)); 390 fb.width = dst->width; 391 fb.height = dst->height; 392 fb.nr_cbufs = 1; 393 fb.cbufs[0] = dst; 394 cso_set_framebuffer(ctx->cso, &fb); 395 396 /* draw quad */ 397 offset = setup_vertex_data(ctx, 398 (float) dstX0, (float) dstY0, 399 (float) dstX1, (float) dstY1, z); 400 401 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset, 402 PIPE_PRIM_TRIANGLE_FAN, 403 4, /* verts */ 404 2); /* attribs/vert */ 405 406 /* restore state we changed */ 407 cso_restore_blend(ctx->cso); 408 cso_restore_depth_stencil_alpha(ctx->cso); 409 cso_restore_rasterizer(ctx->cso); 410 cso_restore_samplers(ctx->cso); 411 cso_restore_sampler_textures(ctx->cso); 412 cso_restore_framebuffer(ctx->cso); 413 cso_restore_fragment_shader(ctx->cso); 414 cso_restore_vertex_shader(ctx->cso); 415 416 pipe_texture_reference(&tex, NULL); 417} 418 419 420/* Release vertex buffer at end of frame to avoid synchronous 421 * rendering. 422 */ 423void util_blit_flush( struct blit_state *ctx ) 424{ 425 pipe_buffer_reference(&ctx->vbuf, NULL); 426 ctx->vbuf_slot = 0; 427} 428 429 430 431/** 432 * Copy pixel block from src texture to dst surface. 433 * Overlapping regions are acceptable. 434 * 435 * XXX Should support selection of level. 436 * XXX need some control over blitting Z and/or stencil. 437 */ 438void 439util_blit_pixels_tex(struct blit_state *ctx, 440 struct pipe_texture *tex, 441 int srcX0, int srcY0, 442 int srcX1, int srcY1, 443 struct pipe_surface *dst, 444 int dstX0, int dstY0, 445 int dstX1, int dstY1, 446 float z, uint filter) 447{ 448 struct pipe_framebuffer_state fb; 449 float s0, t0, s1, t1; 450 unsigned offset; 451 452 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 453 filter == PIPE_TEX_MIPFILTER_LINEAR); 454 455 assert(tex->width[0] != 0); 456 assert(tex->height[0] != 0); 457 458 s0 = srcX0 / (float)tex->width[0]; 459 s1 = srcX1 / (float)tex->width[0]; 460 t0 = srcY0 / (float)tex->height[0]; 461 t1 = srcY1 / (float)tex->height[0]; 462 463 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format, 464 PIPE_TEXTURE_2D, 465 PIPE_TEXTURE_USAGE_RENDER_TARGET, 466 0)); 467 468 /* save state (restored below) */ 469 cso_save_blend(ctx->cso); 470 cso_save_depth_stencil_alpha(ctx->cso); 471 cso_save_rasterizer(ctx->cso); 472 cso_save_samplers(ctx->cso); 473 cso_save_sampler_textures(ctx->cso); 474 cso_save_framebuffer(ctx->cso); 475 cso_save_fragment_shader(ctx->cso); 476 cso_save_vertex_shader(ctx->cso); 477 478 /* set misc state we care about */ 479 cso_set_blend(ctx->cso, &ctx->blend); 480 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil); 481 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 482 483 /* sampler */ 484 ctx->sampler.min_img_filter = filter; 485 ctx->sampler.mag_img_filter = filter; 486 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 487 cso_single_sampler_done(ctx->cso); 488 489 /* texture */ 490 cso_set_sampler_textures(ctx->cso, 1, &tex); 491 492 /* shaders */ 493 cso_set_fragment_shader_handle(ctx->cso, ctx->fs); 494 cso_set_vertex_shader_handle(ctx->cso, ctx->vs); 495 496 /* drawing dest */ 497 memset(&fb, 0, sizeof(fb)); 498 fb.width = dst->width; 499 fb.height = dst->height; 500 fb.nr_cbufs = 1; 501 fb.cbufs[0] = dst; 502 cso_set_framebuffer(ctx->cso, &fb); 503 504 /* draw quad */ 505 offset = setup_vertex_data_tex(ctx, 506 (float) dstX0, (float) dstY0, 507 (float) dstX1, (float) dstY1, 508 s0, t0, s1, t1, 509 z); 510 511 util_draw_vertex_buffer(ctx->pipe, 512 ctx->vbuf, offset, 513 PIPE_PRIM_TRIANGLE_FAN, 514 4, /* verts */ 515 2); /* attribs/vert */ 516 517 /* restore state we changed */ 518 cso_restore_blend(ctx->cso); 519 cso_restore_depth_stencil_alpha(ctx->cso); 520 cso_restore_rasterizer(ctx->cso); 521 cso_restore_samplers(ctx->cso); 522 cso_restore_sampler_textures(ctx->cso); 523 cso_restore_framebuffer(ctx->cso); 524 cso_restore_fragment_shader(ctx->cso); 525 cso_restore_vertex_shader(ctx->cso); 526} 527