u_blit.c revision dccbfd8bf0624250a435948029916073d3390191
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 61 struct pipe_shader_state vert_shader; 62 struct pipe_shader_state frag_shader; 63 void *vs; 64 void *fs; 65 66 struct pipe_buffer *vbuf; /**< quad vertices */ 67 float vertices[4][2][4]; /**< vertex/texcoords for quad */ 68}; 69 70 71/** 72 * Create state object for blit. 73 * Intended to be created once and re-used for many blit() calls. 74 */ 75struct blit_state * 76util_create_blit(struct pipe_context *pipe, struct cso_context *cso) 77{ 78 struct blit_state *ctx; 79 uint i; 80 81 ctx = CALLOC_STRUCT(blit_state); 82 if (!ctx) 83 return NULL; 84 85 ctx->pipe = pipe; 86 ctx->cso = cso; 87 88 /* disabled blending/masking */ 89 memset(&ctx->blend, 0, sizeof(ctx->blend)); 90 ctx->blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE; 91 ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE; 92 ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; 93 ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; 94 ctx->blend.colormask = PIPE_MASK_RGBA; 95 96 /* no-op depth/stencil/alpha */ 97 memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil)); 98 99 /* rasterizer */ 100 memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer)); 101 ctx->rasterizer.front_winding = PIPE_WINDING_CW; 102 ctx->rasterizer.cull_mode = PIPE_WINDING_NONE; 103 ctx->rasterizer.bypass_clipping = 1; /* bypasses viewport too */ 104 /*ctx->rasterizer.bypass_vs = 1;*/ 105 106 /* samplers */ 107 memset(&ctx->sampler, 0, sizeof(ctx->sampler)); 108 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 109 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 110 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 111 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; 112 ctx->sampler.min_img_filter = 0; /* set later */ 113 ctx->sampler.mag_img_filter = 0; /* set later */ 114 ctx->sampler.normalized_coords = 1; 115 116#if 0 117 /* viewport */ 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#endif 127 128 /* vertex shader */ 129 { 130 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 131 TGSI_SEMANTIC_GENERIC }; 132 const uint semantic_indexes[] = { 0, 0 }; 133 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names, 134 semantic_indexes, 135 &ctx->vert_shader); 136 } 137 138 /* fragment shader */ 139 ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_shader); 140 141 ctx->vbuf = pipe->winsys->buffer_create(pipe->winsys, 142 32, 143 PIPE_BUFFER_USAGE_VERTEX, 144 sizeof(ctx->vertices)); 145 if (!ctx->vbuf) { 146 FREE(ctx); 147 ctx->pipe->delete_fs_state(ctx->pipe, ctx->fs); 148 ctx->pipe->delete_vs_state(ctx->pipe, ctx->vs); 149 return NULL; 150 } 151 152 /* init vertex data that doesn't change */ 153 for (i = 0; i < 4; i++) { 154 ctx->vertices[i][0][3] = 1.0f; /* w */ 155 ctx->vertices[i][1][2] = 0.0f; /* r */ 156 ctx->vertices[i][1][3] = 1.0f; /* q */ 157 } 158 159 return ctx; 160} 161 162 163/** 164 * Destroy a blit context 165 */ 166void 167util_destroy_blit(struct blit_state *ctx) 168{ 169 struct pipe_context *pipe = ctx->pipe; 170 171 pipe->delete_vs_state(pipe, ctx->vs); 172 pipe->delete_fs_state(pipe, ctx->fs); 173 174 FREE((void*) ctx->vert_shader.tokens); 175 FREE((void*) ctx->frag_shader.tokens); 176 177 pipe->winsys->buffer_destroy(pipe->winsys, ctx->vbuf); 178 179 FREE(ctx); 180} 181 182 183/** 184 * Setup vertex data for the textured quad we'll draw. 185 * Note: y=0=top 186 */ 187static void 188setup_vertex_data(struct blit_state *ctx, 189 float x0, float y0, float x1, float y1, float z) 190{ 191 void *buf; 192 193 ctx->vertices[0][0][0] = x0; 194 ctx->vertices[0][0][1] = y0; 195 ctx->vertices[0][0][2] = z; 196 ctx->vertices[0][1][0] = 0.0f; /*s*/ 197 ctx->vertices[0][1][1] = 0.0f; /*t*/ 198 199 ctx->vertices[1][0][0] = x1; 200 ctx->vertices[1][0][1] = y0; 201 ctx->vertices[1][0][2] = z; 202 ctx->vertices[1][1][0] = 1.0f; /*s*/ 203 ctx->vertices[1][1][1] = 0.0f; /*t*/ 204 205 ctx->vertices[2][0][0] = x1; 206 ctx->vertices[2][0][1] = y1; 207 ctx->vertices[2][0][2] = z; 208 ctx->vertices[2][1][0] = 1.0f; 209 ctx->vertices[2][1][1] = 1.0f; 210 211 ctx->vertices[3][0][0] = x0; 212 ctx->vertices[3][0][1] = y1; 213 ctx->vertices[3][0][2] = z; 214 ctx->vertices[3][1][0] = 0.0f; 215 ctx->vertices[3][1][1] = 1.0f; 216 217 buf = ctx->pipe->winsys->buffer_map(ctx->pipe->winsys, ctx->vbuf, 218 PIPE_BUFFER_USAGE_CPU_WRITE); 219 220 memcpy(buf, ctx->vertices, sizeof(ctx->vertices)); 221 222 ctx->pipe->winsys->buffer_unmap(ctx->pipe->winsys, ctx->vbuf); 223} 224 225 226/** 227 * Copy pixel block from src surface to dst surface. 228 * Overlapping regions are acceptable. 229 * XXX need some control over blitting Z and/or stencil. 230 */ 231void 232util_blit_pixels(struct blit_state *ctx, 233 struct pipe_surface *src, 234 int srcX0, int srcY0, 235 int srcX1, int srcY1, 236 struct pipe_surface *dst, 237 int dstX0, int dstY0, 238 int dstX1, int dstY1, 239 float z, uint filter) 240{ 241 struct pipe_context *pipe = ctx->pipe; 242 struct pipe_screen *screen = pipe->screen; 243 struct pipe_texture texTemp, *tex; 244 struct pipe_surface *texSurf; 245 struct pipe_framebuffer_state fb; 246 const int srcW = abs(srcX1 - srcX0); 247 const int srcH = abs(srcY1 - srcY0); 248 const int srcLeft = MIN2(srcX0, srcX1); 249 const int srcTop = MIN2(srcY0, srcY1); 250 251 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 252 filter == PIPE_TEX_MIPFILTER_LINEAR); 253 254 if (srcLeft != srcX0) { 255 /* left-right flip */ 256 int tmp = dstX0; 257 dstX0 = dstX1; 258 dstX1 = tmp; 259 } 260 261 if (srcTop != srcY0) { 262 /* up-down flip */ 263 int tmp = dstY0; 264 dstY0 = dstY1; 265 dstY1 = tmp; 266 } 267 268 /* 269 * XXX for now we're always creating a temporary texture. 270 * Strictly speaking that's not always needed. 271 */ 272 273 /* create temp texture */ 274 memset(&texTemp, 0, sizeof(texTemp)); 275 texTemp.target = PIPE_TEXTURE_2D; 276 texTemp.format = src->format; 277 texTemp.last_level = 0; 278 texTemp.width[0] = srcW; 279 texTemp.height[0] = srcH; 280 texTemp.depth[0] = 1; 281 texTemp.compressed = 0; 282 texTemp.cpp = pf_get_bits(src->format) / 8; 283 284 tex = screen->texture_create(screen, &texTemp); 285 if (!tex) 286 return; 287 288 texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0); 289 290 /* load temp texture */ 291 pipe->surface_copy(pipe, FALSE, 292 texSurf, 0, 0, /* dest */ 293 src, srcLeft, srcTop, /* src */ 294 srcW, srcH); /* size */ 295 296 /* save state (restored below) */ 297 cso_save_blend(ctx->cso); 298 cso_save_depth_stencil_alpha(ctx->cso); 299 cso_save_rasterizer(ctx->cso); 300 cso_save_samplers(ctx->cso); 301 cso_save_sampler_textures(ctx->cso); 302 cso_save_framebuffer(ctx->cso); 303 304 /* set misc state we care about */ 305 cso_set_blend(ctx->cso, &ctx->blend); 306 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil); 307 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 308 309 /* sampler */ 310 ctx->sampler.min_img_filter = filter; 311 ctx->sampler.mag_img_filter = filter; 312 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 313 cso_single_sampler_done(ctx->cso); 314 315 /* texture */ 316 pipe->set_sampler_textures(pipe, 1, &tex); 317 318 /* shaders */ 319 pipe->bind_fs_state(pipe, ctx->fs); 320 pipe->bind_vs_state(pipe, ctx->vs); 321 322 /* drawing dest */ 323 memset(&fb, 0, sizeof(fb)); 324 fb.width = dst->width; 325 fb.height = dst->height; 326 fb.num_cbufs = 1; 327 fb.cbufs[0] = dst; 328 cso_set_framebuffer(ctx->cso, &fb); 329 330 /* draw quad */ 331 setup_vertex_data(ctx, 332 (float) dstX0, (float) dstY0, 333 (float) dstX1, (float) dstY1, z); 334 335 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, 336 PIPE_PRIM_TRIANGLE_FAN, 337 4, /* verts */ 338 2); /* attribs/vert */ 339 340 /* restore state we changed */ 341 cso_restore_blend(ctx->cso); 342 cso_restore_depth_stencil_alpha(ctx->cso); 343 cso_restore_rasterizer(ctx->cso); 344 cso_restore_samplers(ctx->cso); 345 cso_restore_sampler_textures(ctx->cso); 346 cso_restore_framebuffer(ctx->cso); 347 348 /* free the texture */ 349 pipe_surface_reference(&texSurf, NULL); 350 screen->texture_release(screen, &tex); 351} 352 353