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