u_blit.c revision 815b75705f5e3f0f7db025368da37bb14395de9a
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_format.h"
46#include "util/u_math.h"
47#include "util/u_memory.h"
48#include "util/u_sampler.h"
49#include "util/u_simple_shaders.h"
50#include "util/u_surface.h"
51#include "util/u_rect.h"
52
53#include "cso_cache/cso_context.h"
54
55
56struct blit_state
57{
58   struct pipe_context *pipe;
59   struct cso_context *cso;
60
61   struct pipe_blend_state blend;
62   struct pipe_depth_stencil_alpha_state depthstencil;
63   struct pipe_rasterizer_state rasterizer;
64   struct pipe_sampler_state sampler;
65   struct pipe_viewport_state viewport;
66   struct pipe_clip_state clip;
67   struct pipe_vertex_element velem[2];
68
69   void *vs;
70   void *fs[TGSI_WRITEMASK_XYZW + 1];
71
72   struct pipe_resource *vbuf;  /**< quad vertices */
73   unsigned vbuf_slot;
74
75   float vertices[4][2][4];   /**< vertex/texcoords for quad */
76};
77
78
79/**
80 * Create state object for blit.
81 * Intended to be created once and re-used for many blit() calls.
82 */
83struct blit_state *
84util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
85{
86   struct blit_state *ctx;
87   uint i;
88
89   ctx = CALLOC_STRUCT(blit_state);
90   if (!ctx)
91      return NULL;
92
93   ctx->pipe = pipe;
94   ctx->cso = cso;
95
96   /* disabled blending/masking */
97   memset(&ctx->blend, 0, sizeof(ctx->blend));
98   ctx->blend.rt[0].colormask = PIPE_MASK_RGBA;
99
100   /* no-op depth/stencil/alpha */
101   memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
102
103   /* rasterizer */
104   memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
105   ctx->rasterizer.front_winding = PIPE_WINDING_CW;
106   ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
107   ctx->rasterizer.gl_rasterization_rules = 1;
108
109   /* samplers */
110   memset(&ctx->sampler, 0, sizeof(ctx->sampler));
111   ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
112   ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
113   ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
114   ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
115   ctx->sampler.min_img_filter = 0; /* set later */
116   ctx->sampler.mag_img_filter = 0; /* set later */
117   ctx->sampler.normalized_coords = 1;
118
119   /* vertex elements state */
120   memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2);
121   for (i = 0; i < 2; i++) {
122      ctx->velem[i].src_offset = i * 4 * sizeof(float);
123      ctx->velem[i].instance_divisor = 0;
124      ctx->velem[i].vertex_buffer_index = 0;
125      ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
126   }
127
128   /* vertex shader - still required to provide the linkage between
129    * fragment shader input semantics and vertex_element/buffers.
130    */
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   }
138
139   /* fragment shader */
140   ctx->fs[TGSI_WRITEMASK_XYZW] =
141      util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
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   unsigned i;
163
164   pipe->delete_vs_state(pipe, ctx->vs);
165
166   for (i = 0; i < Elements(ctx->fs); i++)
167      if (ctx->fs[i])
168         pipe->delete_fs_state(pipe, ctx->fs[i]);
169
170   pipe_resource_reference(&ctx->vbuf, NULL);
171
172   FREE(ctx);
173}
174
175
176/**
177 * Get offset of next free slot in vertex buffer for quad vertices.
178 */
179static unsigned
180get_next_slot( struct blit_state *ctx )
181{
182   const unsigned max_slots = 4096 / sizeof ctx->vertices;
183
184   if (ctx->vbuf_slot >= max_slots)
185      util_blit_flush( ctx );
186
187   if (!ctx->vbuf) {
188      ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
189                                     PIPE_BIND_VERTEX_BUFFER,
190                                     max_slots * sizeof ctx->vertices);
191   }
192
193   return ctx->vbuf_slot++ * sizeof ctx->vertices;
194}
195
196
197
198
199/**
200 * Setup vertex data for the textured quad we'll draw.
201 * Note: y=0=top
202 */
203static unsigned
204setup_vertex_data_tex(struct blit_state *ctx,
205                      float x0, float y0, float x1, float y1,
206                      float s0, float t0, float s1, float t1,
207                      float z)
208{
209   unsigned offset;
210
211   ctx->vertices[0][0][0] = x0;
212   ctx->vertices[0][0][1] = y0;
213   ctx->vertices[0][0][2] = z;
214   ctx->vertices[0][1][0] = s0; /*s*/
215   ctx->vertices[0][1][1] = t0; /*t*/
216
217   ctx->vertices[1][0][0] = x1;
218   ctx->vertices[1][0][1] = y0;
219   ctx->vertices[1][0][2] = z;
220   ctx->vertices[1][1][0] = s1; /*s*/
221   ctx->vertices[1][1][1] = t0; /*t*/
222
223   ctx->vertices[2][0][0] = x1;
224   ctx->vertices[2][0][1] = y1;
225   ctx->vertices[2][0][2] = z;
226   ctx->vertices[2][1][0] = s1;
227   ctx->vertices[2][1][1] = t1;
228
229   ctx->vertices[3][0][0] = x0;
230   ctx->vertices[3][0][1] = y1;
231   ctx->vertices[3][0][2] = z;
232   ctx->vertices[3][1][0] = s0;
233   ctx->vertices[3][1][1] = t1;
234
235   offset = get_next_slot( ctx );
236
237   pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
238                               offset, sizeof(ctx->vertices), ctx->vertices);
239
240   return offset;
241}
242
243
244/**
245 * \return TRUE if two regions overlap, FALSE otherwise
246 */
247static boolean
248regions_overlap(int srcX0, int srcY0,
249                int srcX1, int srcY1,
250                int dstX0, int dstY0,
251                int dstX1, int dstY1)
252{
253   if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
254      return FALSE; /* src completely left of dst */
255
256   if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
257      return FALSE; /* dst completely left of src */
258
259   if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
260      return FALSE; /* src completely above dst */
261
262   if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
263      return FALSE; /* dst completely above src */
264
265   return TRUE; /* some overlap */
266}
267
268
269/**
270 * Copy pixel block from src surface to dst surface.
271 * Overlapping regions are acceptable.
272 * Flipping and stretching are supported.
273 * \param filter  one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
274 * \param writemask  controls which channels in the dest surface are sourced
275 *                   from the src surface.  Disabled channels are sourced
276 *                   from (0,0,0,1).
277 * XXX need some control over blitting Z and/or stencil.
278 */
279void
280util_blit_pixels_writemask(struct blit_state *ctx,
281                           struct pipe_resource *src_tex,
282                           struct pipe_subresource srcsub,
283                           int srcX0, int srcY0,
284                           int srcX1, int srcY1,
285                           int srcZ0,
286                           struct pipe_surface *dst,
287                           int dstX0, int dstY0,
288                           int dstX1, int dstY1,
289                           float z, uint filter,
290                           uint writemask)
291{
292   struct pipe_context *pipe = ctx->pipe;
293   struct pipe_screen *screen = pipe->screen;
294   struct pipe_sampler_view *sampler_view = NULL;
295   struct pipe_sampler_view sv_templ;
296   struct pipe_framebuffer_state fb;
297   const int srcW = abs(srcX1 - srcX0);
298   const int srcH = abs(srcY1 - srcY0);
299   unsigned offset;
300   boolean overlap;
301   float s0, t0, s1, t1;
302
303   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
304          filter == PIPE_TEX_MIPFILTER_LINEAR);
305
306   assert(srcsub.level <= src_tex->last_level);
307
308   /* do the regions overlap? */
309   overlap = src_tex == dst->texture &&
310             dst->face == srcsub.face &&
311             dst->level == srcsub.level &&
312             dst->zslice == srcZ0 &&
313      regions_overlap(srcX0, srcY0, srcX1, srcY1,
314                      dstX0, dstY0, dstX1, dstY1);
315
316   /*
317    * Check for simple case:  no format conversion, no flipping, no stretching,
318    * no overlapping.
319    * Filter mode should not matter since there's no stretching.
320    */
321   if (dst->format == src_tex->format &&
322       srcX0 < srcX1 &&
323       dstX0 < dstX1 &&
324       srcY0 < srcY1 &&
325       dstY0 < dstY1 &&
326       (dstX1 - dstX0) == (srcX1 - srcX0) &&
327       (dstY1 - dstY0) == (srcY1 - srcY0) &&
328       !overlap) {
329      struct pipe_subresource subdst;
330      subdst.face = dst->face;
331      subdst.level = dst->level;
332      pipe->resource_copy_region(pipe,
333                                 dst->texture, subdst,
334                                 dstX0, dstY0, dst->zslice,/* dest */
335                                 src_tex, srcsub,
336                                 srcX0, srcY0, srcZ0,/* src */
337                                 srcW, srcH);       /* size */
338      return;
339   }
340
341
342   /* Create a temporary texture when src and dest alias or when src
343    * is anything other than a 2d texture.
344    * XXX should just use appropriate shader to access 1d / 3d slice / cube face,
345    * much like the u_blitter code does (should be pretty trivial).
346    *
347    * This can still be improved upon.
348    */
349   if ((src_tex == dst->texture &&
350       dst->face == srcsub.face &&
351       dst->level == srcsub.level &&
352       dst->zslice == srcZ0) ||
353       src_tex->target != PIPE_TEXTURE_2D)
354   {
355      struct pipe_resource texTemp;
356      struct pipe_resource *tex;
357      struct pipe_sampler_view sv_templ;
358      struct pipe_subresource texsub;
359      const int srcLeft = MIN2(srcX0, srcX1);
360      const int srcTop = MIN2(srcY0, srcY1);
361
362      if (srcLeft != srcX0) {
363         /* left-right flip */
364         int tmp = dstX0;
365         dstX0 = dstX1;
366         dstX1 = tmp;
367      }
368
369      if (srcTop != srcY0) {
370         /* up-down flip */
371         int tmp = dstY0;
372         dstY0 = dstY1;
373         dstY1 = tmp;
374      }
375
376      /* create temp texture */
377      memset(&texTemp, 0, sizeof(texTemp));
378      texTemp.target = PIPE_TEXTURE_2D;
379      texTemp.format = src_tex->format;
380      texTemp.last_level = 0;
381      texTemp.width0 = srcW;
382      texTemp.height0 = srcH;
383      texTemp.depth0 = 1;
384      texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
385
386      tex = screen->resource_create(screen, &texTemp);
387      if (!tex)
388         return;
389
390      texsub.face = 0;
391      texsub.level = 0;
392      /* load temp texture */
393      pipe->resource_copy_region(pipe,
394                                 tex, texsub, 0, 0, 0,  /* dest */
395                                 src_tex, srcsub, srcLeft, srcTop, srcZ0, /* src */
396                                 srcW, srcH);     /* size */
397
398      s0 = 0.0f;
399      s1 = 1.0f;
400      t0 = 0.0f;
401      t1 = 1.0f;
402
403      u_sampler_view_default_template(&sv_templ, tex, tex->format);
404      sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
405
406      if (!sampler_view) {
407         pipe_resource_reference(&tex, NULL);
408         return;
409      }
410      pipe_resource_reference(&tex, NULL);
411   }
412   else {
413      u_sampler_view_default_template(&sv_templ, src_tex, src_tex->format);
414      sv_templ.first_level = sv_templ.last_level = srcsub.level;
415      sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
416
417      if (!sampler_view) {
418         return;
419      }
420
421      s0 = srcX0 / (float)(u_minify(sampler_view->texture->width0, srcsub.level));
422      s1 = srcX1 / (float)(u_minify(sampler_view->texture->width0, srcsub.level));
423      t0 = srcY0 / (float)(u_minify(sampler_view->texture->height0, srcsub.level));
424      t1 = srcY1 / (float)(u_minify(sampler_view->texture->height0, srcsub.level));
425   }
426
427
428   assert(screen->is_format_supported(screen, sampler_view->format, PIPE_TEXTURE_2D,
429                                      sampler_view->texture->nr_samples,
430                                      PIPE_BIND_SAMPLER_VIEW, 0));
431   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
432                                      dst->texture->nr_samples,
433                                      PIPE_BIND_RENDER_TARGET, 0));
434
435   /* save state (restored below) */
436   cso_save_blend(ctx->cso);
437   cso_save_depth_stencil_alpha(ctx->cso);
438   cso_save_rasterizer(ctx->cso);
439   cso_save_samplers(ctx->cso);
440   cso_save_fragment_sampler_views(ctx->cso);
441   cso_save_viewport(ctx->cso);
442   cso_save_framebuffer(ctx->cso);
443   cso_save_fragment_shader(ctx->cso);
444   cso_save_vertex_shader(ctx->cso);
445   cso_save_clip(ctx->cso);
446   cso_save_vertex_elements(ctx->cso);
447
448   /* set misc state we care about */
449   cso_set_blend(ctx->cso, &ctx->blend);
450   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
451   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
452   cso_set_clip(ctx->cso, &ctx->clip);
453   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
454
455   /* sampler */
456   ctx->sampler.min_img_filter = filter;
457   ctx->sampler.mag_img_filter = filter;
458   /* we've limited this already with the sampler view but you never know... */
459   ctx->sampler.min_lod = srcsub.level;
460   ctx->sampler.max_lod = srcsub.level;
461   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
462   cso_single_sampler_done(ctx->cso);
463
464   /* viewport */
465   ctx->viewport.scale[0] = 0.5f * dst->width;
466   ctx->viewport.scale[1] = 0.5f * dst->height;
467   ctx->viewport.scale[2] = 0.5f;
468   ctx->viewport.scale[3] = 1.0f;
469   ctx->viewport.translate[0] = 0.5f * dst->width;
470   ctx->viewport.translate[1] = 0.5f * dst->height;
471   ctx->viewport.translate[2] = 0.5f;
472   ctx->viewport.translate[3] = 0.0f;
473   cso_set_viewport(ctx->cso, &ctx->viewport);
474
475   /* texture */
476   cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
477
478   if (ctx->fs[writemask] == NULL)
479      ctx->fs[writemask] =
480         util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D,
481                                                 writemask);
482
483   /* shaders */
484   cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
485   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
486
487   /* drawing dest */
488   memset(&fb, 0, sizeof(fb));
489   fb.width = dst->width;
490   fb.height = dst->height;
491   fb.nr_cbufs = 1;
492   fb.cbufs[0] = dst;
493   cso_set_framebuffer(ctx->cso, &fb);
494
495   /* draw quad */
496   offset = setup_vertex_data_tex(ctx,
497                                  (float) dstX0 / dst->width * 2.0f - 1.0f,
498                                  (float) dstY0 / dst->height * 2.0f - 1.0f,
499                                  (float) dstX1 / dst->width * 2.0f - 1.0f,
500                                  (float) dstY1 / dst->height * 2.0f - 1.0f,
501                                  s0, t0,
502                                  s1, t1,
503                                  z);
504
505   util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
506                           PIPE_PRIM_TRIANGLE_FAN,
507                           4,  /* verts */
508                           2); /* attribs/vert */
509
510   /* restore state we changed */
511   cso_restore_blend(ctx->cso);
512   cso_restore_depth_stencil_alpha(ctx->cso);
513   cso_restore_rasterizer(ctx->cso);
514   cso_restore_samplers(ctx->cso);
515   cso_restore_fragment_sampler_views(ctx->cso);
516   cso_restore_viewport(ctx->cso);
517   cso_restore_framebuffer(ctx->cso);
518   cso_restore_fragment_shader(ctx->cso);
519   cso_restore_vertex_shader(ctx->cso);
520   cso_restore_clip(ctx->cso);
521   cso_restore_vertex_elements(ctx->cso);
522
523   pipe_sampler_view_reference(&sampler_view, NULL);
524}
525
526
527void
528util_blit_pixels(struct blit_state *ctx,
529                 struct pipe_resource *src_tex,
530                 struct pipe_subresource srcsub,
531                 int srcX0, int srcY0,
532                 int srcX1, int srcY1,
533                 int srcZ,
534                 struct pipe_surface *dst,
535                 int dstX0, int dstY0,
536                 int dstX1, int dstY1,
537                 float z, uint filter )
538{
539   util_blit_pixels_writemask( ctx, src_tex,
540                               srcsub,
541                               srcX0, srcY0,
542                               srcX1, srcY1,
543                               srcZ,
544                               dst,
545                               dstX0, dstY0,
546                               dstX1, dstY1,
547                               z, filter,
548                               TGSI_WRITEMASK_XYZW );
549}
550
551
552/* Release vertex buffer at end of frame to avoid synchronous
553 * rendering.
554 */
555void util_blit_flush( struct blit_state *ctx )
556{
557   pipe_resource_reference(&ctx->vbuf, NULL);
558   ctx->vbuf_slot = 0;
559}
560
561
562
563/**
564 * Copy pixel block from src texture to dst surface.
565 *
566 * XXX Should support selection of level.
567 * XXX need some control over blitting Z and/or stencil.
568 */
569void
570util_blit_pixels_tex(struct blit_state *ctx,
571                     struct pipe_sampler_view *src_sampler_view,
572                     int srcX0, int srcY0,
573                     int srcX1, int srcY1,
574                     struct pipe_surface *dst,
575                     int dstX0, int dstY0,
576                     int dstX1, int dstY1,
577                     float z, uint filter)
578{
579   struct pipe_framebuffer_state fb;
580   float s0, t0, s1, t1;
581   unsigned offset;
582   struct pipe_resource *tex = src_sampler_view->texture;
583
584   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
585          filter == PIPE_TEX_MIPFILTER_LINEAR);
586
587   assert(tex);
588   assert(tex->width0 != 0);
589   assert(tex->height0 != 0);
590
591   s0 = srcX0 / (float)tex->width0;
592   s1 = srcX1 / (float)tex->width0;
593   t0 = srcY0 / (float)tex->height0;
594   t1 = srcY1 / (float)tex->height0;
595
596   assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
597                                                 PIPE_TEXTURE_2D,
598                                                 dst->texture->nr_samples,
599                                                 PIPE_BIND_RENDER_TARGET,
600                                                 0));
601
602   /* save state (restored below) */
603   cso_save_blend(ctx->cso);
604   cso_save_depth_stencil_alpha(ctx->cso);
605   cso_save_rasterizer(ctx->cso);
606   cso_save_samplers(ctx->cso);
607   cso_save_fragment_sampler_views(ctx->cso);
608   cso_save_framebuffer(ctx->cso);
609   cso_save_fragment_shader(ctx->cso);
610   cso_save_vertex_shader(ctx->cso);
611   cso_save_clip(ctx->cso);
612   cso_save_vertex_elements(ctx->cso);
613
614   /* set misc state we care about */
615   cso_set_blend(ctx->cso, &ctx->blend);
616   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
617   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
618   cso_set_clip(ctx->cso, &ctx->clip);
619   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
620
621   /* sampler */
622   ctx->sampler.min_img_filter = filter;
623   ctx->sampler.mag_img_filter = filter;
624   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
625   cso_single_sampler_done(ctx->cso);
626
627   /* viewport */
628   ctx->viewport.scale[0] = 0.5f * dst->width;
629   ctx->viewport.scale[1] = 0.5f * dst->height;
630   ctx->viewport.scale[2] = 0.5f;
631   ctx->viewport.scale[3] = 1.0f;
632   ctx->viewport.translate[0] = 0.5f * dst->width;
633   ctx->viewport.translate[1] = 0.5f * dst->height;
634   ctx->viewport.translate[2] = 0.5f;
635   ctx->viewport.translate[3] = 0.0f;
636   cso_set_viewport(ctx->cso, &ctx->viewport);
637
638   /* texture */
639   cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
640
641   /* shaders */
642   cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
643   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
644
645   /* drawing dest */
646   memset(&fb, 0, sizeof(fb));
647   fb.width = dst->width;
648   fb.height = dst->height;
649   fb.nr_cbufs = 1;
650   fb.cbufs[0] = dst;
651   cso_set_framebuffer(ctx->cso, &fb);
652
653   /* draw quad */
654   offset = setup_vertex_data_tex(ctx,
655                                  (float) dstX0 / dst->width * 2.0f - 1.0f,
656                                  (float) dstY0 / dst->height * 2.0f - 1.0f,
657                                  (float) dstX1 / dst->width * 2.0f - 1.0f,
658                                  (float) dstY1 / dst->height * 2.0f - 1.0f,
659                                  s0, t0, s1, t1,
660                                  z);
661
662   util_draw_vertex_buffer(ctx->pipe,
663                           ctx->vbuf, offset,
664                           PIPE_PRIM_TRIANGLE_FAN,
665                           4,  /* verts */
666                           2); /* attribs/vert */
667
668   /* restore state we changed */
669   cso_restore_blend(ctx->cso);
670   cso_restore_depth_stencil_alpha(ctx->cso);
671   cso_restore_rasterizer(ctx->cso);
672   cso_restore_samplers(ctx->cso);
673   cso_restore_fragment_sampler_views(ctx->cso);
674   cso_restore_framebuffer(ctx->cso);
675   cso_restore_fragment_shader(ctx->cso);
676   cso_restore_vertex_shader(ctx->cso);
677   cso_restore_clip(ctx->cso);
678   cso_restore_vertex_elements(ctx->cso);
679}
680