u_blit.c revision 693fac8ae2e5812265222b1335695bd33b90bd8a
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
42#include "util/u_blit.h"
43#include "util/u_draw_quad.h"
44#include "util/u_math.h"
45#include "util/u_memory.h"
46#include "util/u_simple_shaders.h"
47
48#include "cso_cache/cso_context.h"
49
50
51struct blit_state
52{
53   struct pipe_context *pipe;
54   struct cso_context *cso;
55
56   struct pipe_blend_state blend;
57   struct pipe_depth_stencil_alpha_state depthstencil;
58   struct pipe_rasterizer_state rasterizer;
59   struct pipe_sampler_state sampler;
60   struct pipe_viewport_state viewport;
61
62   struct pipe_shader_state vert_shader;
63   struct pipe_shader_state frag_shader;
64   void *vs;
65   void *fs;
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.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
94   ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
95   ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
96   ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
97   ctx->blend.colormask = PIPE_MASK_RGBA;
98
99   /* no-op depth/stencil/alpha */
100   memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
101
102   /* rasterizer */
103   memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
104   ctx->rasterizer.front_winding = PIPE_WINDING_CW;
105   ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
106   ctx->rasterizer.bypass_clipping = 1;
107   /*ctx->rasterizer.bypass_vs = 1;*/
108   ctx->rasterizer.gl_rasterization_rules = 1;
109
110   /* samplers */
111   memset(&ctx->sampler, 0, sizeof(ctx->sampler));
112   ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
113   ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
114   ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
115   ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
116   ctx->sampler.min_img_filter = 0; /* set later */
117   ctx->sampler.mag_img_filter = 0; /* set later */
118   ctx->sampler.normalized_coords = 1;
119
120   /* viewport (identity, we setup vertices in wincoords) */
121   ctx->viewport.scale[0] = 1.0;
122   ctx->viewport.scale[1] = 1.0;
123   ctx->viewport.scale[2] = 1.0;
124   ctx->viewport.scale[3] = 1.0;
125   ctx->viewport.translate[0] = 0.0;
126   ctx->viewport.translate[1] = 0.0;
127   ctx->viewport.translate[2] = 0.0;
128   ctx->viewport.translate[3] = 0.0;
129
130   /* vertex shader */
131   {
132      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
133                                      TGSI_SEMANTIC_GENERIC };
134      const uint semantic_indexes[] = { 0, 0 };
135      ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
136                                                    semantic_indexes,
137                                                    &ctx->vert_shader);
138   }
139
140   /* fragment shader */
141   ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_shader);
142   ctx->vbuf = NULL;
143
144   /* init vertex data that doesn't change */
145   for (i = 0; i < 4; i++) {
146      ctx->vertices[i][0][3] = 1.0f; /* w */
147      ctx->vertices[i][1][2] = 0.0f; /* r */
148      ctx->vertices[i][1][3] = 1.0f; /* q */
149   }
150
151   return ctx;
152}
153
154
155/**
156 * Destroy a blit context
157 */
158void
159util_destroy_blit(struct blit_state *ctx)
160{
161   struct pipe_context *pipe = ctx->pipe;
162
163   pipe->delete_vs_state(pipe, ctx->vs);
164   pipe->delete_fs_state(pipe, ctx->fs);
165
166   FREE((void*) ctx->vert_shader.tokens);
167   FREE((void*) ctx->frag_shader.tokens);
168
169   pipe_buffer_reference(pipe->screen, &ctx->vbuf, NULL);
170
171   FREE(ctx);
172}
173
174
175static unsigned get_next_slot( struct blit_state *ctx )
176{
177   const unsigned max_slots = 4096 / sizeof ctx->vertices;
178
179   if (ctx->vbuf_slot >= max_slots)
180      util_blit_flush( ctx );
181
182   if (!ctx->vbuf) {
183      ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
184                                     32,
185                                     PIPE_BUFFER_USAGE_VERTEX,
186                                     max_slots * sizeof ctx->vertices);
187   }
188
189   return ctx->vbuf_slot++ * sizeof ctx->vertices;
190}
191
192
193
194/**
195 * Setup vertex data for the textured quad we'll draw.
196 * Note: y=0=top
197 */
198static unsigned
199setup_vertex_data(struct blit_state *ctx,
200                  float x0, float y0, float x1, float y1, float z)
201{
202   unsigned offset;
203
204   ctx->vertices[0][0][0] = x0;
205   ctx->vertices[0][0][1] = y0;
206   ctx->vertices[0][0][2] = z;
207   ctx->vertices[0][1][0] = 0.0f; /*s*/
208   ctx->vertices[0][1][1] = 0.0f; /*t*/
209
210   ctx->vertices[1][0][0] = x1;
211   ctx->vertices[1][0][1] = y0;
212   ctx->vertices[1][0][2] = z;
213   ctx->vertices[1][1][0] = 1.0f; /*s*/
214   ctx->vertices[1][1][1] = 0.0f; /*t*/
215
216   ctx->vertices[2][0][0] = x1;
217   ctx->vertices[2][0][1] = y1;
218   ctx->vertices[2][0][2] = z;
219   ctx->vertices[2][1][0] = 1.0f;
220   ctx->vertices[2][1][1] = 1.0f;
221
222   ctx->vertices[3][0][0] = x0;
223   ctx->vertices[3][0][1] = y1;
224   ctx->vertices[3][0][2] = z;
225   ctx->vertices[3][1][0] = 0.0f;
226   ctx->vertices[3][1][1] = 1.0f;
227
228   offset = get_next_slot( ctx );
229
230   pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
231                     offset, sizeof(ctx->vertices), ctx->vertices);
232
233   return offset;
234}
235
236
237/**
238 * Setup vertex data for the textured quad we'll draw.
239 * Note: y=0=top
240 */
241static unsigned
242setup_vertex_data_tex(struct blit_state *ctx,
243                      float x0, float y0, float x1, float y1,
244                      float s0, float t0, float s1, float t1,
245                      float z)
246{
247   unsigned offset;
248
249   ctx->vertices[0][0][0] = x0;
250   ctx->vertices[0][0][1] = y0;
251   ctx->vertices[0][0][2] = z;
252   ctx->vertices[0][1][0] = s0; /*s*/
253   ctx->vertices[0][1][1] = t0; /*t*/
254
255   ctx->vertices[1][0][0] = x1;
256   ctx->vertices[1][0][1] = y0;
257   ctx->vertices[1][0][2] = z;
258   ctx->vertices[1][1][0] = s1; /*s*/
259   ctx->vertices[1][1][1] = t0; /*t*/
260
261   ctx->vertices[2][0][0] = x1;
262   ctx->vertices[2][0][1] = y1;
263   ctx->vertices[2][0][2] = z;
264   ctx->vertices[2][1][0] = s1;
265   ctx->vertices[2][1][1] = t1;
266
267   ctx->vertices[3][0][0] = x0;
268   ctx->vertices[3][0][1] = y1;
269   ctx->vertices[3][0][2] = z;
270   ctx->vertices[3][1][0] = s0;
271   ctx->vertices[3][1][1] = t1;
272
273   offset = get_next_slot( ctx );
274
275   pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
276                     offset, sizeof(ctx->vertices), ctx->vertices);
277
278   return offset;
279}
280/**
281 * Copy pixel block from src surface to dst surface.
282 * Overlapping regions are acceptable.
283 * XXX need some control over blitting Z and/or stencil.
284 */
285void
286util_blit_pixels(struct blit_state *ctx,
287                 struct pipe_surface *src,
288                 int srcX0, int srcY0,
289                 int srcX1, int srcY1,
290                 struct pipe_surface *dst,
291                 int dstX0, int dstY0,
292                 int dstX1, int dstY1,
293                 float z, uint filter)
294{
295   struct pipe_context *pipe = ctx->pipe;
296   struct pipe_screen *screen = pipe->screen;
297   struct pipe_texture texTemp, *tex;
298   struct pipe_surface *texSurf;
299   struct pipe_framebuffer_state fb;
300   const int srcW = abs(srcX1 - srcX0);
301   const int srcH = abs(srcY1 - srcY0);
302   const int srcLeft = MIN2(srcX0, srcX1);
303   const int srcTop = MIN2(srcY0, srcY1);
304   unsigned offset;
305
306   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
307          filter == PIPE_TEX_MIPFILTER_LINEAR);
308
309   if (srcLeft != srcX0) {
310      /* left-right flip */
311      int tmp = dstX0;
312      dstX0 = dstX1;
313      dstX1 = tmp;
314   }
315
316   if (srcTop != srcY0) {
317      /* up-down flip */
318      int tmp = dstY0;
319      dstY0 = dstY1;
320      dstY1 = tmp;
321   }
322
323   assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
324                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
325   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
326                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
327
328   if(dst->format == src->format && (dstX1 - dstX0) == srcW && (dstY1 - dstY0) == srcH) {
329      /* FIXME: this will most surely fail for overlapping rectangles */
330      pipe->surface_copy(pipe, FALSE,
331			 dst, dstX0, dstY0,   /* dest */
332			 src, srcX0, srcY0, /* src */
333			 srcW, srcH);     /* size */
334      return;
335   }
336
337   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
338                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
339
340   /*
341    * XXX for now we're always creating a temporary texture.
342    * Strictly speaking that's not always needed.
343    */
344
345   /* create temp texture */
346   memset(&texTemp, 0, sizeof(texTemp));
347   texTemp.target = PIPE_TEXTURE_2D;
348   texTemp.format = src->format;
349   texTemp.last_level = 0;
350   texTemp.width[0] = srcW;
351   texTemp.height[0] = srcH;
352   texTemp.depth[0] = 1;
353   texTemp.compressed = 0;
354   pf_get_block(src->format, &texTemp.block);
355
356   tex = screen->texture_create(screen, &texTemp);
357   if (!tex)
358      return;
359
360   texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
361                                     PIPE_BUFFER_USAGE_GPU_WRITE);
362
363   /* load temp texture */
364   pipe->surface_copy(pipe, FALSE,
365                      texSurf, 0, 0,   /* dest */
366                      src, srcLeft, srcTop, /* src */
367                      srcW, srcH);     /* size */
368
369   /* free the surface, update the texture if necessary.
370    */
371   screen->tex_surface_release(screen, &texSurf);
372
373   /* save state (restored below) */
374   cso_save_blend(ctx->cso);
375   cso_save_depth_stencil_alpha(ctx->cso);
376   cso_save_rasterizer(ctx->cso);
377   cso_save_samplers(ctx->cso);
378   cso_save_sampler_textures(ctx->cso);
379   cso_save_framebuffer(ctx->cso);
380   cso_save_fragment_shader(ctx->cso);
381   cso_save_vertex_shader(ctx->cso);
382   cso_save_viewport(ctx->cso);
383
384   /* set misc state we care about */
385   cso_set_blend(ctx->cso, &ctx->blend);
386   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
387   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
388   cso_set_viewport(ctx->cso, &ctx->viewport);
389
390   /* sampler */
391   ctx->sampler.min_img_filter = filter;
392   ctx->sampler.mag_img_filter = filter;
393   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
394   cso_single_sampler_done(ctx->cso);
395
396   /* texture */
397   cso_set_sampler_textures(ctx->cso, 1, &tex);
398
399   /* shaders */
400   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
401   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
402
403   /* drawing dest */
404   memset(&fb, 0, sizeof(fb));
405   fb.width = dst->width;
406   fb.height = dst->height;
407   fb.nr_cbufs = 1;
408   fb.cbufs[0] = dst;
409   cso_set_framebuffer(ctx->cso, &fb);
410
411   /* draw quad */
412   offset = setup_vertex_data(ctx,
413                              (float) dstX0, (float) dstY0,
414                              (float) dstX1, (float) dstY1, z);
415
416   util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
417                           PIPE_PRIM_TRIANGLE_FAN,
418                           4,  /* verts */
419                           2); /* attribs/vert */
420
421   /* restore state we changed */
422   cso_restore_blend(ctx->cso);
423   cso_restore_depth_stencil_alpha(ctx->cso);
424   cso_restore_rasterizer(ctx->cso);
425   cso_restore_samplers(ctx->cso);
426   cso_restore_sampler_textures(ctx->cso);
427   cso_restore_framebuffer(ctx->cso);
428   cso_restore_fragment_shader(ctx->cso);
429   cso_restore_vertex_shader(ctx->cso);
430   cso_restore_viewport(ctx->cso);
431
432   screen->texture_release(screen, &tex);
433}
434
435
436/* Release vertex buffer at end of frame to avoid synchronous
437 * rendering.
438 */
439void util_blit_flush( struct blit_state *ctx )
440{
441   pipe_buffer_reference(ctx->pipe->screen, &ctx->vbuf, NULL);
442   ctx->vbuf_slot = 0;
443}
444
445
446
447/**
448 * Copy pixel block from src texture to dst surface.
449 * Overlapping regions are acceptable.
450 *
451 * XXX Should support selection of level.
452 * XXX need some control over blitting Z and/or stencil.
453 */
454void
455util_blit_pixels_tex(struct blit_state *ctx,
456                 struct pipe_texture *tex,
457                 int srcX0, int srcY0,
458                 int srcX1, int srcY1,
459                 struct pipe_surface *dst,
460                 int dstX0, int dstY0,
461                 int dstX1, int dstY1,
462                 float z, uint filter)
463{
464   struct pipe_context *pipe = ctx->pipe;
465   struct pipe_screen *screen = pipe->screen;
466   struct pipe_framebuffer_state fb;
467   float s0, t0, s1, t1;
468   unsigned offset;
469
470   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
471          filter == PIPE_TEX_MIPFILTER_LINEAR);
472
473   assert(tex->width[0] != 0);
474   assert(tex->height[0] != 0);
475
476   s0 = srcX0 / (float)tex->width[0];
477   s1 = srcX1 / (float)tex->width[0];
478   t0 = srcY0 / (float)tex->height[0];
479   t1 = srcY1 / (float)tex->height[0];
480
481   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
482                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
483
484   /* save state (restored below) */
485   cso_save_blend(ctx->cso);
486   cso_save_depth_stencil_alpha(ctx->cso);
487   cso_save_rasterizer(ctx->cso);
488   cso_save_samplers(ctx->cso);
489   cso_save_sampler_textures(ctx->cso);
490   cso_save_framebuffer(ctx->cso);
491   cso_save_fragment_shader(ctx->cso);
492   cso_save_vertex_shader(ctx->cso);
493   cso_save_viewport(ctx->cso);
494
495   /* set misc state we care about */
496   cso_set_blend(ctx->cso, &ctx->blend);
497   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
498   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
499   cso_set_viewport(ctx->cso, &ctx->viewport);
500
501   /* sampler */
502   ctx->sampler.min_img_filter = filter;
503   ctx->sampler.mag_img_filter = filter;
504   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
505   cso_single_sampler_done(ctx->cso);
506
507   /* texture */
508   cso_set_sampler_textures(ctx->cso, 1, &tex);
509
510   /* shaders */
511   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
512   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
513
514   /* drawing dest */
515   memset(&fb, 0, sizeof(fb));
516   fb.width = dst->width;
517   fb.height = dst->height;
518   fb.nr_cbufs = 1;
519   fb.cbufs[0] = dst;
520   cso_set_framebuffer(ctx->cso, &fb);
521
522   /* draw quad */
523   offset = setup_vertex_data_tex(ctx,
524                                  (float) dstX0, (float) dstY0,
525                                  (float) dstX1, (float) dstY1,
526                                  s0, t0, s1, t1,
527                                  z);
528
529   util_draw_vertex_buffer(ctx->pipe,
530                           ctx->vbuf, offset,
531                           PIPE_PRIM_TRIANGLE_FAN,
532                           4,  /* verts */
533                           2); /* attribs/vert */
534
535   /* restore state we changed */
536   cso_restore_blend(ctx->cso);
537   cso_restore_depth_stencil_alpha(ctx->cso);
538   cso_restore_rasterizer(ctx->cso);
539   cso_restore_samplers(ctx->cso);
540   cso_restore_sampler_textures(ctx->cso);
541   cso_restore_framebuffer(ctx->cso);
542   cso_restore_fragment_shader(ctx->cso);
543   cso_restore_vertex_shader(ctx->cso);
544   cso_restore_viewport(ctx->cso);
545}
546