u_blit.c revision dc4c821f0817a3db716f965692fb701079f66340
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
51#include "cso_cache/cso_context.h"
52
53
54struct blit_state
55{
56   struct pipe_context *pipe;
57   struct cso_context *cso;
58
59   struct pipe_blend_state blend;
60   struct pipe_depth_stencil_alpha_state depthstencil_keep;
61   struct pipe_depth_stencil_alpha_state depthstencil_write;
62   struct pipe_rasterizer_state rasterizer;
63   struct pipe_sampler_state sampler;
64   struct pipe_viewport_state viewport;
65   struct pipe_vertex_element velem[2];
66   enum pipe_texture_target internal_target;
67
68   void *vs;
69   void *fs[TGSI_WRITEMASK_XYZW + 1];
70   void *fs_depth;
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_keep, 0, sizeof(ctx->depthstencil_keep));
102   memset(&ctx->depthstencil_write, 0, sizeof(ctx->depthstencil_write));
103   ctx->depthstencil_write.depth.enabled = 1;
104   ctx->depthstencil_write.depth.writemask = 1;
105   ctx->depthstencil_write.depth.func = PIPE_FUNC_ALWAYS;
106
107   /* rasterizer */
108   memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
109   ctx->rasterizer.cull_face = PIPE_FACE_NONE;
110   ctx->rasterizer.gl_rasterization_rules = 1;
111   ctx->rasterizer.depth_clip = 1;
112
113   /* samplers */
114   memset(&ctx->sampler, 0, sizeof(ctx->sampler));
115   ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
116   ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
117   ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
118   ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
119   ctx->sampler.min_img_filter = 0; /* set later */
120   ctx->sampler.mag_img_filter = 0; /* set later */
121
122   /* vertex elements state */
123   memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2);
124   for (i = 0; i < 2; i++) {
125      ctx->velem[i].src_offset = i * 4 * sizeof(float);
126      ctx->velem[i].instance_divisor = 0;
127      ctx->velem[i].vertex_buffer_index = 0;
128      ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
129   }
130
131   ctx->vbuf = NULL;
132
133   /* init vertex data that doesn't change */
134   for (i = 0; i < 4; i++) {
135      ctx->vertices[i][0][3] = 1.0f; /* w */
136      ctx->vertices[i][1][2] = 0.0f; /* r */
137      ctx->vertices[i][1][3] = 1.0f; /* q */
138   }
139
140   if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
141      ctx->internal_target = PIPE_TEXTURE_2D;
142   else
143      ctx->internal_target = PIPE_TEXTURE_RECT;
144
145   return ctx;
146}
147
148
149/**
150 * Destroy a blit context
151 */
152void
153util_destroy_blit(struct blit_state *ctx)
154{
155   struct pipe_context *pipe = ctx->pipe;
156   unsigned i;
157
158   if (ctx->vs)
159      pipe->delete_vs_state(pipe, ctx->vs);
160
161   for (i = 0; i < Elements(ctx->fs); i++)
162      if (ctx->fs[i])
163         pipe->delete_fs_state(pipe, ctx->fs[i]);
164
165   if (ctx->fs_depth)
166      pipe->delete_fs_state(pipe, ctx->fs_depth);
167
168   pipe_resource_reference(&ctx->vbuf, NULL);
169
170   FREE(ctx);
171}
172
173
174/**
175 * Helper function to set the fragment shaders.
176 */
177static INLINE void
178set_fragment_shader(struct blit_state *ctx, uint writemask)
179{
180   if (!ctx->fs[writemask])
181      ctx->fs[writemask] =
182         util_make_fragment_tex_shader_writemask(ctx->pipe, TGSI_TEXTURE_2D,
183                                                 TGSI_INTERPOLATE_LINEAR,
184                                                 writemask);
185
186   cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
187}
188
189
190/**
191 * Helper function to set the depthwrite shader.
192 */
193static INLINE void
194set_depth_fragment_shader(struct blit_state *ctx)
195{
196   if (!ctx->fs_depth)
197      ctx->fs_depth =
198         util_make_fragment_tex_shader_writedepth(ctx->pipe, TGSI_TEXTURE_2D,
199                                                  TGSI_INTERPOLATE_LINEAR);
200
201   cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth);
202}
203
204
205/**
206 * Helper function to set the vertex shader.
207 */
208static INLINE void
209set_vertex_shader(struct blit_state *ctx)
210{
211   /* vertex shader - still required to provide the linkage between
212    * fragment shader input semantics and vertex_element/buffers.
213    */
214   if (!ctx->vs) {
215      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
216                                      TGSI_SEMANTIC_GENERIC };
217      const uint semantic_indexes[] = { 0, 0 };
218      ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
219                                                    semantic_names,
220                                                    semantic_indexes);
221   }
222
223   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
224}
225
226
227/**
228 * Get offset of next free slot in vertex buffer for quad vertices.
229 */
230static unsigned
231get_next_slot( struct blit_state *ctx )
232{
233   const unsigned max_slots = 4096 / sizeof ctx->vertices;
234
235   if (ctx->vbuf_slot >= max_slots)
236      util_blit_flush( ctx );
237
238   if (!ctx->vbuf) {
239      ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
240                                     PIPE_BIND_VERTEX_BUFFER,
241                                     PIPE_USAGE_STREAM,
242                                     max_slots * sizeof ctx->vertices);
243   }
244
245   return ctx->vbuf_slot++ * sizeof ctx->vertices;
246}
247
248
249
250
251/**
252 * Setup vertex data for the textured quad we'll draw.
253 * Note: y=0=top
254 */
255static unsigned
256setup_vertex_data_tex(struct blit_state *ctx,
257                      float x0, float y0, float x1, float y1,
258                      float s0, float t0, float s1, float t1,
259                      float z)
260{
261   unsigned offset;
262
263   ctx->vertices[0][0][0] = x0;
264   ctx->vertices[0][0][1] = y0;
265   ctx->vertices[0][0][2] = z;
266   ctx->vertices[0][1][0] = s0; /*s*/
267   ctx->vertices[0][1][1] = t0; /*t*/
268
269   ctx->vertices[1][0][0] = x1;
270   ctx->vertices[1][0][1] = y0;
271   ctx->vertices[1][0][2] = z;
272   ctx->vertices[1][1][0] = s1; /*s*/
273   ctx->vertices[1][1][1] = t0; /*t*/
274
275   ctx->vertices[2][0][0] = x1;
276   ctx->vertices[2][0][1] = y1;
277   ctx->vertices[2][0][2] = z;
278   ctx->vertices[2][1][0] = s1;
279   ctx->vertices[2][1][1] = t1;
280
281   ctx->vertices[3][0][0] = x0;
282   ctx->vertices[3][0][1] = y1;
283   ctx->vertices[3][0][2] = z;
284   ctx->vertices[3][1][0] = s0;
285   ctx->vertices[3][1][1] = t1;
286
287   offset = get_next_slot( ctx );
288
289   if (ctx->vbuf) {
290      pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
291                                  offset, sizeof(ctx->vertices), ctx->vertices);
292   }
293
294   return offset;
295}
296
297
298/**
299 * \return TRUE if two regions overlap, FALSE otherwise
300 */
301static boolean
302regions_overlap(int srcX0, int srcY0,
303                int srcX1, int srcY1,
304                int dstX0, int dstY0,
305                int dstX1, int dstY1)
306{
307   if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
308      return FALSE; /* src completely left of dst */
309
310   if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
311      return FALSE; /* dst completely left of src */
312
313   if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
314      return FALSE; /* src completely above dst */
315
316   if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
317      return FALSE; /* dst completely above src */
318
319   return TRUE; /* some overlap */
320}
321
322
323/**
324 * Copy pixel block from src surface to dst surface.
325 * Overlapping regions are acceptable.
326 * Flipping and stretching are supported.
327 * \param filter  one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
328 * \param writemask  controls which channels in the dest surface are sourced
329 *                   from the src surface.  Disabled channels are sourced
330 *                   from (0,0,0,1).
331 * XXX need some control over blitting stencil.
332 */
333void
334util_blit_pixels_writemask(struct blit_state *ctx,
335                           struct pipe_resource *src_tex,
336                           unsigned src_level,
337                           int srcX0, int srcY0,
338                           int srcX1, int srcY1,
339                           int srcZ0,
340                           struct pipe_surface *dst,
341                           int dstX0, int dstY0,
342                           int dstX1, int dstY1,
343                           float z, uint filter,
344                           uint writemask)
345{
346   struct pipe_context *pipe = ctx->pipe;
347   struct pipe_screen *screen = pipe->screen;
348   enum pipe_format src_format, dst_format;
349   struct pipe_sampler_view *sampler_view = NULL;
350   struct pipe_sampler_view sv_templ;
351   struct pipe_surface *dst_surface;
352   struct pipe_framebuffer_state fb;
353   const int srcW = abs(srcX1 - srcX0);
354   const int srcH = abs(srcY1 - srcY0);
355   unsigned offset;
356   boolean overlap, dst_is_depth;
357   float s0, t0, s1, t1;
358   boolean normalized;
359
360   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
361          filter == PIPE_TEX_MIPFILTER_LINEAR);
362
363   assert(src_level <= src_tex->last_level);
364
365   /* do the regions overlap? */
366   overlap = src_tex == dst->texture &&
367             dst->u.tex.level == src_level &&
368             dst->u.tex.first_layer == srcZ0 &&
369      regions_overlap(srcX0, srcY0, srcX1, srcY1,
370                      dstX0, dstY0, dstX1, dstY1);
371
372   src_format = util_format_linear(src_tex->format);
373   dst_format = util_format_linear(dst->format);
374
375   /*
376    * Check for simple case:  no format conversion, no flipping, no stretching,
377    * no overlapping.
378    * Filter mode should not matter since there's no stretching.
379    */
380   if (dst_format == src_format &&
381       srcX0 < srcX1 &&
382       dstX0 < dstX1 &&
383       srcY0 < srcY1 &&
384       dstY0 < dstY1 &&
385       (dstX1 - dstX0) == (srcX1 - srcX0) &&
386       (dstY1 - dstY0) == (srcY1 - srcY0) &&
387       !overlap) {
388      struct pipe_box src_box;
389      src_box.x = srcX0;
390      src_box.y = srcY0;
391      src_box.z = srcZ0;
392      src_box.width = srcW;
393      src_box.height = srcH;
394      src_box.depth = 1;
395      pipe->resource_copy_region(pipe,
396                                 dst->texture, dst->u.tex.level,
397                                 dstX0, dstY0, dst->u.tex.first_layer,/* dest */
398                                 src_tex, src_level,
399                                 &src_box);
400       return;
401   }
402
403   if (dst_format == dst->format) {
404      dst_surface = dst;
405   } else {
406      struct pipe_surface templ = *dst;
407      templ.format = dst_format;
408      dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
409   }
410
411   /* Create a temporary texture when src and dest alias or when src
412    * is anything other than a 2d texture.
413    * XXX should just use appropriate shader to access 1d / 3d slice / cube face,
414    * much like the u_blitter code does (should be pretty trivial).
415    *
416    * This can still be improved upon.
417    */
418   if ((src_tex == dst_surface->texture &&
419       dst_surface->u.tex.level == src_level &&
420       dst_surface->u.tex.first_layer == srcZ0) ||
421       (src_tex->target != PIPE_TEXTURE_2D &&
422       src_tex->target != PIPE_TEXTURE_2D &&
423       src_tex->target != PIPE_TEXTURE_RECT))
424   {
425      struct pipe_resource texTemp;
426      struct pipe_resource *tex;
427      struct pipe_sampler_view sv_templ;
428      struct pipe_box src_box;
429      const int srcLeft = MIN2(srcX0, srcX1);
430      const int srcTop = MIN2(srcY0, srcY1);
431
432      if (srcLeft != srcX0) {
433         /* left-right flip */
434         int tmp = dstX0;
435         dstX0 = dstX1;
436         dstX1 = tmp;
437      }
438
439      if (srcTop != srcY0) {
440         /* up-down flip */
441         int tmp = dstY0;
442         dstY0 = dstY1;
443         dstY1 = tmp;
444      }
445
446      /* create temp texture */
447      memset(&texTemp, 0, sizeof(texTemp));
448      texTemp.target = ctx->internal_target;
449      texTemp.format = src_format;
450      texTemp.last_level = 0;
451      texTemp.width0 = srcW;
452      texTemp.height0 = srcH;
453      texTemp.depth0 = 1;
454      texTemp.array_size = 1;
455      texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
456
457      tex = screen->resource_create(screen, &texTemp);
458      if (!tex)
459         return;
460
461      src_box.x = srcLeft;
462      src_box.y = srcTop;
463      src_box.z = srcZ0;
464      src_box.width = srcW;
465      src_box.height = srcH;
466      src_box.depth = 1;
467      /* load temp texture */
468      pipe->resource_copy_region(pipe,
469                                 tex, 0, 0, 0, 0,  /* dest */
470                                 src_tex, src_level, &src_box);
471
472      normalized = tex->target != PIPE_TEXTURE_RECT;
473      if(normalized) {
474         s0 = 0.0f;
475         s1 = 1.0f;
476         t0 = 0.0f;
477         t1 = 1.0f;
478      }
479      else {
480         s0 = 0;
481         s1 = srcW;
482         t0 = 0;
483         t1 = srcH;
484      }
485
486      u_sampler_view_default_template(&sv_templ, tex, tex->format);
487      sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
488
489      if (!sampler_view) {
490         pipe_resource_reference(&tex, NULL);
491         return;
492      }
493      pipe_resource_reference(&tex, NULL);
494   }
495   else {
496      u_sampler_view_default_template(&sv_templ, src_tex, src_format);
497      sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
498
499      if (!sampler_view) {
500         return;
501      }
502
503      s0 = srcX0;
504      s1 = srcX1;
505      t0 = srcY0;
506      t1 = srcY1;
507      normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
508      if(normalized)
509      {
510         s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
511         s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
512         t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
513         t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
514      }
515   }
516
517   dst_is_depth = util_format_is_depth_or_stencil(dst_format);
518
519   assert(screen->is_format_supported(screen, sampler_view->format, ctx->internal_target,
520                                      sampler_view->texture->nr_samples,
521                                      PIPE_BIND_SAMPLER_VIEW));
522   assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
523                                      dst_surface->texture->nr_samples,
524                                      dst_is_depth ? PIPE_BIND_DEPTH_STENCIL :
525                                                     PIPE_BIND_RENDER_TARGET));
526   /* save state (restored below) */
527   cso_save_blend(ctx->cso);
528   cso_save_depth_stencil_alpha(ctx->cso);
529   cso_save_rasterizer(ctx->cso);
530   cso_save_samplers(ctx->cso);
531   cso_save_fragment_sampler_views(ctx->cso);
532   cso_save_stream_outputs(ctx->cso);
533   cso_save_viewport(ctx->cso);
534   cso_save_framebuffer(ctx->cso);
535   cso_save_fragment_shader(ctx->cso);
536   cso_save_vertex_shader(ctx->cso);
537   cso_save_geometry_shader(ctx->cso);
538   cso_save_vertex_elements(ctx->cso);
539   cso_save_vertex_buffers(ctx->cso);
540
541   /* set misc state we care about */
542   cso_set_blend(ctx->cso, &ctx->blend);
543   cso_set_depth_stencil_alpha(ctx->cso,
544                               dst_is_depth ? &ctx->depthstencil_write :
545                                              &ctx->depthstencil_keep);
546   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
547   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
548   cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
549
550   /* sampler */
551   ctx->sampler.normalized_coords = normalized;
552   ctx->sampler.min_img_filter = filter;
553   ctx->sampler.mag_img_filter = filter;
554   ctx->sampler.min_lod = src_level;
555   ctx->sampler.max_lod = src_level;
556   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
557   cso_single_sampler_done(ctx->cso);
558
559   /* viewport */
560   ctx->viewport.scale[0] = 0.5f * dst_surface->width;
561   ctx->viewport.scale[1] = 0.5f * dst_surface->height;
562   ctx->viewport.scale[2] = 0.5f;
563   ctx->viewport.scale[3] = 1.0f;
564   ctx->viewport.translate[0] = 0.5f * dst_surface->width;
565   ctx->viewport.translate[1] = 0.5f * dst_surface->height;
566   ctx->viewport.translate[2] = 0.5f;
567   ctx->viewport.translate[3] = 0.0f;
568   cso_set_viewport(ctx->cso, &ctx->viewport);
569
570   /* texture */
571   cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
572
573   /* shaders */
574   if (dst_is_depth) {
575      set_depth_fragment_shader(ctx);
576   } else {
577      set_fragment_shader(ctx, writemask);
578   }
579   set_vertex_shader(ctx);
580   cso_set_geometry_shader_handle(ctx->cso, NULL);
581
582   /* drawing dest */
583   memset(&fb, 0, sizeof(fb));
584   fb.width = dst_surface->width;
585   fb.height = dst_surface->height;
586   if (dst_is_depth) {
587      fb.zsbuf = dst_surface;
588   } else {
589      fb.nr_cbufs = 1;
590      fb.cbufs[0] = dst_surface;
591   }
592   cso_set_framebuffer(ctx->cso, &fb);
593
594   /* draw quad */
595   offset = setup_vertex_data_tex(ctx,
596                                  (float) dstX0 / dst_surface->width * 2.0f - 1.0f,
597                                  (float) dstY0 / dst_surface->height * 2.0f - 1.0f,
598                                  (float) dstX1 / dst_surface->width * 2.0f - 1.0f,
599                                  (float) dstY1 / dst_surface->height * 2.0f - 1.0f,
600                                  s0, t0,
601                                  s1, t1,
602                                  z);
603
604   if (ctx->vbuf) {
605      util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset,
606                              PIPE_PRIM_TRIANGLE_FAN,
607                              4,  /* verts */
608                              2); /* attribs/vert */
609   }
610
611   /* restore state we changed */
612   cso_restore_blend(ctx->cso);
613   cso_restore_depth_stencil_alpha(ctx->cso);
614   cso_restore_rasterizer(ctx->cso);
615   cso_restore_samplers(ctx->cso);
616   cso_restore_fragment_sampler_views(ctx->cso);
617   cso_restore_viewport(ctx->cso);
618   cso_restore_framebuffer(ctx->cso);
619   cso_restore_fragment_shader(ctx->cso);
620   cso_restore_vertex_shader(ctx->cso);
621   cso_restore_geometry_shader(ctx->cso);
622   cso_restore_vertex_elements(ctx->cso);
623   cso_restore_vertex_buffers(ctx->cso);
624   cso_restore_stream_outputs(ctx->cso);
625
626   pipe_sampler_view_reference(&sampler_view, NULL);
627   if (dst_surface != dst)
628      pipe_surface_reference(&dst_surface, NULL);
629}
630
631
632void
633util_blit_pixels(struct blit_state *ctx,
634                 struct pipe_resource *src_tex,
635                 unsigned src_level,
636                 int srcX0, int srcY0,
637                 int srcX1, int srcY1,
638                 int srcZ,
639                 struct pipe_surface *dst,
640                 int dstX0, int dstY0,
641                 int dstX1, int dstY1,
642                 float z, uint filter )
643{
644   util_blit_pixels_writemask( ctx, src_tex,
645                               src_level,
646                               srcX0, srcY0,
647                               srcX1, srcY1,
648                               srcZ,
649                               dst,
650                               dstX0, dstY0,
651                               dstX1, dstY1,
652                               z, filter,
653                               TGSI_WRITEMASK_XYZW );
654}
655
656
657/* Release vertex buffer at end of frame to avoid synchronous
658 * rendering.
659 */
660void util_blit_flush( struct blit_state *ctx )
661{
662   pipe_resource_reference(&ctx->vbuf, NULL);
663   ctx->vbuf_slot = 0;
664}
665
666
667
668/**
669 * Copy pixel block from src texture to dst surface.
670 * The sampler view's first_level field indicates the source
671 * mipmap level to use.
672 * XXX need some control over blitting Z and/or stencil.
673 */
674void
675util_blit_pixels_tex(struct blit_state *ctx,
676                     struct pipe_sampler_view *src_sampler_view,
677                     int srcX0, int srcY0,
678                     int srcX1, int srcY1,
679                     struct pipe_surface *dst,
680                     int dstX0, int dstY0,
681                     int dstX1, int dstY1,
682                     float z, uint filter)
683{
684   boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
685   struct pipe_framebuffer_state fb;
686   float s0, t0, s1, t1;
687   unsigned offset;
688   struct pipe_resource *tex = src_sampler_view->texture;
689
690   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
691          filter == PIPE_TEX_MIPFILTER_LINEAR);
692
693   assert(tex);
694   assert(tex->width0 != 0);
695   assert(tex->height0 != 0);
696
697   s0 = srcX0;
698   s1 = srcX1;
699   t0 = srcY0;
700   t1 = srcY1;
701
702   if(normalized)
703   {
704      /* normalize according to the mipmap level's size */
705      int level = src_sampler_view->u.tex.first_level;
706      float w = (float) u_minify(tex->width0, level);
707      float h = (float) u_minify(tex->height0, level);
708      s0 /= w;
709      s1 /= w;
710      t0 /= h;
711      t1 /= h;
712   }
713
714   assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
715                                                 PIPE_TEXTURE_2D,
716                                                 dst->texture->nr_samples,
717                                                 PIPE_BIND_RENDER_TARGET));
718
719   /* save state (restored below) */
720   cso_save_blend(ctx->cso);
721   cso_save_depth_stencil_alpha(ctx->cso);
722   cso_save_rasterizer(ctx->cso);
723   cso_save_samplers(ctx->cso);
724   cso_save_fragment_sampler_views(ctx->cso);
725   cso_save_stream_outputs(ctx->cso);
726   cso_save_viewport(ctx->cso);
727   cso_save_framebuffer(ctx->cso);
728   cso_save_fragment_shader(ctx->cso);
729   cso_save_vertex_shader(ctx->cso);
730   cso_save_geometry_shader(ctx->cso);
731   cso_save_vertex_elements(ctx->cso);
732   cso_save_vertex_buffers(ctx->cso);
733
734   /* set misc state we care about */
735   cso_set_blend(ctx->cso, &ctx->blend);
736   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil_keep);
737   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
738   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
739   cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
740
741   /* sampler */
742   ctx->sampler.normalized_coords = normalized;
743   ctx->sampler.min_img_filter = filter;
744   ctx->sampler.mag_img_filter = filter;
745   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
746   cso_single_sampler_done(ctx->cso);
747
748   /* viewport */
749   ctx->viewport.scale[0] = 0.5f * dst->width;
750   ctx->viewport.scale[1] = 0.5f * dst->height;
751   ctx->viewport.scale[2] = 0.5f;
752   ctx->viewport.scale[3] = 1.0f;
753   ctx->viewport.translate[0] = 0.5f * dst->width;
754   ctx->viewport.translate[1] = 0.5f * dst->height;
755   ctx->viewport.translate[2] = 0.5f;
756   ctx->viewport.translate[3] = 0.0f;
757   cso_set_viewport(ctx->cso, &ctx->viewport);
758
759   /* texture */
760   cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
761
762   /* shaders */
763   set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW);
764   set_vertex_shader(ctx);
765   cso_set_geometry_shader_handle(ctx->cso, NULL);
766
767   /* drawing dest */
768   memset(&fb, 0, sizeof(fb));
769   fb.width = dst->width;
770   fb.height = dst->height;
771   fb.nr_cbufs = 1;
772   fb.cbufs[0] = dst;
773   cso_set_framebuffer(ctx->cso, &fb);
774
775   /* draw quad */
776   offset = setup_vertex_data_tex(ctx,
777                                  (float) dstX0 / dst->width * 2.0f - 1.0f,
778                                  (float) dstY0 / dst->height * 2.0f - 1.0f,
779                                  (float) dstX1 / dst->width * 2.0f - 1.0f,
780                                  (float) dstY1 / dst->height * 2.0f - 1.0f,
781                                  s0, t0, s1, t1,
782                                  z);
783
784   util_draw_vertex_buffer(ctx->pipe, ctx->cso,
785                           ctx->vbuf, offset,
786                           PIPE_PRIM_TRIANGLE_FAN,
787                           4,  /* verts */
788                           2); /* attribs/vert */
789
790   /* restore state we changed */
791   cso_restore_blend(ctx->cso);
792   cso_restore_depth_stencil_alpha(ctx->cso);
793   cso_restore_rasterizer(ctx->cso);
794   cso_restore_samplers(ctx->cso);
795   cso_restore_fragment_sampler_views(ctx->cso);
796   cso_restore_viewport(ctx->cso);
797   cso_restore_framebuffer(ctx->cso);
798   cso_restore_fragment_shader(ctx->cso);
799   cso_restore_vertex_shader(ctx->cso);
800   cso_restore_geometry_shader(ctx->cso);
801   cso_restore_vertex_elements(ctx->cso);
802   cso_restore_vertex_buffers(ctx->cso);
803   cso_restore_stream_outputs(ctx->cso);
804}
805