u_blit.c revision 733bc4df1a53bb1899933685e06c52109d096bee
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 "pipe/p_debug.h"
38#include "pipe/p_defines.h"
39#include "pipe/p_inlines.h"
40#include "pipe/p_util.h"
41#include "pipe/p_winsys.h"
42#include "pipe/p_shader_tokens.h"
43
44#include "util/u_draw_quad.h"
45#include "util/u_blit.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   float vertices[4][2][4];   /**< vertex/texcoords for quad */
69};
70
71
72/**
73 * Create state object for blit.
74 * Intended to be created once and re-used for many blit() calls.
75 */
76struct blit_state *
77util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
78{
79   struct blit_state *ctx;
80   uint i;
81
82   ctx = CALLOC_STRUCT(blit_state);
83   if (!ctx)
84      return NULL;
85
86   ctx->pipe = pipe;
87   ctx->cso = cso;
88
89   /* disabled blending/masking */
90   memset(&ctx->blend, 0, sizeof(ctx->blend));
91   ctx->blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
92   ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
93   ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
94   ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
95   ctx->blend.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.front_winding = PIPE_WINDING_CW;
103   ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
104   ctx->rasterizer.bypass_clipping = 1;
105   /*ctx->rasterizer.bypass_vs = 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   /* viewport (identity, we setup vertices in wincoords) */
118   ctx->viewport.scale[0] = 1.0;
119   ctx->viewport.scale[1] = 1.0;
120   ctx->viewport.scale[2] = 1.0;
121   ctx->viewport.scale[3] = 1.0;
122   ctx->viewport.translate[0] = 0.0;
123   ctx->viewport.translate[1] = 0.0;
124   ctx->viewport.translate[2] = 0.0;
125   ctx->viewport.translate[3] = 0.0;
126
127   /* vertex shader */
128   {
129      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
130                                      TGSI_SEMANTIC_GENERIC };
131      const uint semantic_indexes[] = { 0, 0 };
132      ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
133                                                    semantic_indexes,
134                                                    &ctx->vert_shader);
135   }
136
137   /* fragment shader */
138   ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_shader);
139
140   ctx->vbuf = pipe->winsys->buffer_create(pipe->winsys,
141                                           32,
142                                           PIPE_BUFFER_USAGE_VERTEX,
143                                           sizeof(ctx->vertices));
144   if (!ctx->vbuf) {
145      FREE(ctx);
146      ctx->pipe->delete_fs_state(ctx->pipe, ctx->fs);
147      ctx->pipe->delete_vs_state(ctx->pipe, ctx->vs);
148      return NULL;
149   }
150
151   /* init vertex data that doesn't change */
152   for (i = 0; i < 4; i++) {
153      ctx->vertices[i][0][3] = 1.0f; /* w */
154      ctx->vertices[i][1][2] = 0.0f; /* r */
155      ctx->vertices[i][1][3] = 1.0f; /* q */
156   }
157
158   return ctx;
159}
160
161
162/**
163 * Destroy a blit context
164 */
165void
166util_destroy_blit(struct blit_state *ctx)
167{
168   struct pipe_context *pipe = ctx->pipe;
169
170   pipe->delete_vs_state(pipe, ctx->vs);
171   pipe->delete_fs_state(pipe, ctx->fs);
172
173   FREE((void*) ctx->vert_shader.tokens);
174   FREE((void*) ctx->frag_shader.tokens);
175
176   pipe->winsys->buffer_destroy(pipe->winsys, ctx->vbuf);
177
178   FREE(ctx);
179}
180
181
182/**
183 * Setup vertex data for the textured quad we'll draw.
184 * Note: y=0=top
185 */
186static void
187setup_vertex_data(struct blit_state *ctx,
188                  float x0, float y0, float x1, float y1, float z)
189{
190   void *buf;
191
192   ctx->vertices[0][0][0] = x0;
193   ctx->vertices[0][0][1] = y0;
194   ctx->vertices[0][0][2] = z;
195   ctx->vertices[0][1][0] = 0.0f; /*s*/
196   ctx->vertices[0][1][1] = 0.0f; /*t*/
197
198   ctx->vertices[1][0][0] = x1;
199   ctx->vertices[1][0][1] = y0;
200   ctx->vertices[1][0][2] = z;
201   ctx->vertices[1][1][0] = 1.0f; /*s*/
202   ctx->vertices[1][1][1] = 0.0f; /*t*/
203
204   ctx->vertices[2][0][0] = x1;
205   ctx->vertices[2][0][1] = y1;
206   ctx->vertices[2][0][2] = z;
207   ctx->vertices[2][1][0] = 1.0f;
208   ctx->vertices[2][1][1] = 1.0f;
209
210   ctx->vertices[3][0][0] = x0;
211   ctx->vertices[3][0][1] = y1;
212   ctx->vertices[3][0][2] = z;
213   ctx->vertices[3][1][0] = 0.0f;
214   ctx->vertices[3][1][1] = 1.0f;
215
216   buf = ctx->pipe->winsys->buffer_map(ctx->pipe->winsys, ctx->vbuf,
217                                       PIPE_BUFFER_USAGE_CPU_WRITE);
218
219   memcpy(buf, ctx->vertices, sizeof(ctx->vertices));
220
221   ctx->pipe->winsys->buffer_unmap(ctx->pipe->winsys, ctx->vbuf);
222}
223
224
225/**
226 * Copy pixel block from src surface to dst surface.
227 * Overlapping regions are acceptable.
228 * XXX need some control over blitting Z and/or stencil.
229 */
230void
231util_blit_pixels(struct blit_state *ctx,
232                 struct pipe_surface *src,
233                 int srcX0, int srcY0,
234                 int srcX1, int srcY1,
235                 struct pipe_surface *dst,
236                 int dstX0, int dstY0,
237                 int dstX1, int dstY1,
238                 float z, uint filter)
239{
240   struct pipe_context *pipe = ctx->pipe;
241   struct pipe_screen *screen = pipe->screen;
242   struct pipe_texture texTemp, *tex;
243   struct pipe_surface *texSurf;
244   struct pipe_framebuffer_state fb;
245   const int srcW = abs(srcX1 - srcX0);
246   const int srcH = abs(srcY1 - srcY0);
247   const int srcLeft = MIN2(srcX0, srcX1);
248   const int srcTop = MIN2(srcY0, srcY1);
249
250   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
251          filter == PIPE_TEX_MIPFILTER_LINEAR);
252
253   if (srcLeft != srcX0) {
254      /* left-right flip */
255      int tmp = dstX0;
256      dstX0 = dstX1;
257      dstX1 = tmp;
258   }
259
260   if (srcTop != srcY0) {
261      /* up-down flip */
262      int tmp = dstY0;
263      dstY0 = dstY1;
264      dstY1 = tmp;
265   }
266
267   assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE));
268   assert(screen->is_format_supported(screen, dst->format, PIPE_SURFACE));
269
270   /*
271    * XXX for now we're always creating a temporary texture.
272    * Strictly speaking that's not always needed.
273    */
274
275   /* create temp texture */
276   memset(&texTemp, 0, sizeof(texTemp));
277   texTemp.target = PIPE_TEXTURE_2D;
278   texTemp.format = src->format;
279   texTemp.last_level = 0;
280   texTemp.width[0] = srcW;
281   texTemp.height[0] = srcH;
282   texTemp.depth[0] = 1;
283   texTemp.compressed = 0;
284   texTemp.cpp = pf_get_bits(src->format) / 8;
285
286   tex = screen->texture_create(screen, &texTemp);
287   if (!tex)
288      return;
289
290   texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0);
291
292   /* load temp texture */
293   pipe->surface_copy(pipe, FALSE,
294                      texSurf, 0, 0,   /* dest */
295                      src, srcLeft, srcTop, /* src */
296                      srcW, srcH);     /* size */
297
298   /* save state (restored below) */
299   cso_save_blend(ctx->cso);
300   cso_save_depth_stencil_alpha(ctx->cso);
301   cso_save_rasterizer(ctx->cso);
302   cso_save_samplers(ctx->cso);
303   cso_save_sampler_textures(ctx->cso);
304   cso_save_framebuffer(ctx->cso);
305   cso_save_fragment_shader(ctx->cso);
306   cso_save_vertex_shader(ctx->cso);
307   cso_save_viewport(ctx->cso);
308
309   /* set misc state we care about */
310   cso_set_blend(ctx->cso, &ctx->blend);
311   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
312   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
313   cso_set_viewport(ctx->cso, &ctx->viewport);
314
315   /* sampler */
316   ctx->sampler.min_img_filter = filter;
317   ctx->sampler.mag_img_filter = filter;
318   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
319   cso_single_sampler_done(ctx->cso);
320
321   /* texture */
322   cso_set_sampler_textures(ctx->cso, 1, &tex);
323
324   /* shaders */
325   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
326   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
327
328   /* drawing dest */
329   memset(&fb, 0, sizeof(fb));
330   fb.width = dst->width;
331   fb.height = dst->height;
332   fb.num_cbufs = 1;
333   fb.cbufs[0] = dst;
334   cso_set_framebuffer(ctx->cso, &fb);
335
336   /* draw quad */
337   setup_vertex_data(ctx,
338                     (float) dstX0, (float) dstY0,
339                     (float) dstX1, (float) dstY1, z);
340
341   util_draw_vertex_buffer(ctx->pipe, ctx->vbuf,
342                           PIPE_PRIM_TRIANGLE_FAN,
343                           4,  /* verts */
344                           2); /* attribs/vert */
345
346   /* restore state we changed */
347   cso_restore_blend(ctx->cso);
348   cso_restore_depth_stencil_alpha(ctx->cso);
349   cso_restore_rasterizer(ctx->cso);
350   cso_restore_samplers(ctx->cso);
351   cso_restore_sampler_textures(ctx->cso);
352   cso_restore_framebuffer(ctx->cso);
353   cso_restore_fragment_shader(ctx->cso);
354   cso_restore_vertex_shader(ctx->cso);
355   cso_restore_viewport(ctx->cso);
356
357   /* free the texture */
358   pipe_surface_reference(&texSurf, NULL);
359   screen->texture_release(screen, &tex);
360}
361
362