u_blit.c revision dff4c9ed559ae025d1d8fe7b9d1cea5a973c2225
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 "pipe/p_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_math.h" 46#include "util/u_memory.h" 47#include "util/u_simple_shaders.h" 48#include "util/u_surface.h" 49#include "util/u_rect.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; 61 struct pipe_rasterizer_state rasterizer; 62 struct pipe_sampler_state sampler; 63 struct pipe_viewport_state viewport; 64 65 void *vs; 66 void *fs[TGSI_WRITEMASK_XYZW + 1]; 67 68 struct pipe_buffer *vbuf; /**< quad vertices */ 69 unsigned vbuf_slot; 70 71 float vertices[4][2][4]; /**< vertex/texcoords for quad */ 72}; 73 74 75/** 76 * Create state object for blit. 77 * Intended to be created once and re-used for many blit() calls. 78 */ 79struct blit_state * 80util_create_blit(struct pipe_context *pipe, struct cso_context *cso) 81{ 82 struct blit_state *ctx; 83 uint i; 84 85 ctx = CALLOC_STRUCT(blit_state); 86 if (!ctx) 87 return NULL; 88 89 ctx->pipe = pipe; 90 ctx->cso = cso; 91 92 /* disabled blending/masking */ 93 memset(&ctx->blend, 0, sizeof(ctx->blend)); 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_vs_clip_and_viewport = 1; 104 ctx->rasterizer.gl_rasterization_rules = 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; 115 116 117 /* vertex shader - still required to provide the linkage between 118 * fragment shader input semantics and vertex_element/buffers. 119 */ 120 { 121 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 122 TGSI_SEMANTIC_GENERIC }; 123 const uint semantic_indexes[] = { 0, 0 }; 124 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names, 125 semantic_indexes); 126 } 127 128 /* fragment shader */ 129 ctx->fs[TGSI_WRITEMASK_XYZW] = 130 util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D); 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 return ctx; 141} 142 143 144/** 145 * Destroy a blit context 146 */ 147void 148util_destroy_blit(struct blit_state *ctx) 149{ 150 struct pipe_context *pipe = ctx->pipe; 151 unsigned i; 152 153 pipe->delete_vs_state(pipe, ctx->vs); 154 155 for (i = 0; i < Elements(ctx->fs); i++) 156 if (ctx->fs[i]) 157 pipe->delete_fs_state(pipe, ctx->fs[i]); 158 159 pipe_buffer_reference(&ctx->vbuf, NULL); 160 161 FREE(ctx); 162} 163 164 165/** 166 * Get offset of next free slot in vertex buffer for quad vertices. 167 */ 168static unsigned 169get_next_slot( struct blit_state *ctx ) 170{ 171 const unsigned max_slots = 4096 / sizeof ctx->vertices; 172 173 if (ctx->vbuf_slot >= max_slots) 174 util_blit_flush( ctx ); 175 176 if (!ctx->vbuf) { 177 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen, 178 32, 179 PIPE_BUFFER_USAGE_VERTEX, 180 max_slots * sizeof ctx->vertices); 181 } 182 183 return ctx->vbuf_slot++ * sizeof ctx->vertices; 184} 185 186 187 188 189 190/** 191 * Setup vertex data for the textured quad we'll draw. 192 * Note: y=0=top 193 */ 194static unsigned 195setup_vertex_data_tex(struct blit_state *ctx, 196 float x0, float y0, float x1, float y1, 197 float s0, float t0, float s1, float t1, 198 float z) 199{ 200 unsigned offset; 201 202 ctx->vertices[0][0][0] = x0; 203 ctx->vertices[0][0][1] = y0; 204 ctx->vertices[0][0][2] = z; 205 ctx->vertices[0][1][0] = s0; /*s*/ 206 ctx->vertices[0][1][1] = t0; /*t*/ 207 208 ctx->vertices[1][0][0] = x1; 209 ctx->vertices[1][0][1] = y0; 210 ctx->vertices[1][0][2] = z; 211 ctx->vertices[1][1][0] = s1; /*s*/ 212 ctx->vertices[1][1][1] = t0; /*t*/ 213 214 ctx->vertices[2][0][0] = x1; 215 ctx->vertices[2][0][1] = y1; 216 ctx->vertices[2][0][2] = z; 217 ctx->vertices[2][1][0] = s1; 218 ctx->vertices[2][1][1] = t1; 219 220 ctx->vertices[3][0][0] = x0; 221 ctx->vertices[3][0][1] = y1; 222 ctx->vertices[3][0][2] = z; 223 ctx->vertices[3][1][0] = s0; 224 ctx->vertices[3][1][1] = t1; 225 226 offset = get_next_slot( ctx ); 227 228 pipe_buffer_write(ctx->pipe->screen, ctx->vbuf, 229 offset, sizeof(ctx->vertices), ctx->vertices); 230 231 return offset; 232} 233 234 235/** 236 * \return TRUE if two regions overlap, FALSE otherwise 237 */ 238static boolean 239regions_overlap(int srcX0, int srcY0, 240 int srcX1, int srcY1, 241 int dstX0, int dstY0, 242 int dstX1, int dstY1) 243{ 244 if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1)) 245 return FALSE; /* src completely left of dst */ 246 247 if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1)) 248 return FALSE; /* dst completely left of src */ 249 250 if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1)) 251 return FALSE; /* src completely above dst */ 252 253 if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1)) 254 return FALSE; /* dst completely above src */ 255 256 return TRUE; /* some overlap */ 257} 258 259 260/** 261 * Copy pixel block from src surface to dst surface. 262 * Overlapping regions are acceptable. 263 * Flipping and stretching are supported. 264 * XXX what about clipping??? 265 * XXX need some control over blitting Z and/or stencil. 266 */ 267void 268util_blit_pixels_writemask(struct blit_state *ctx, 269 struct pipe_surface *src, 270 int srcX0, int srcY0, 271 int srcX1, int srcY1, 272 struct pipe_surface *dst, 273 int dstX0, int dstY0, 274 int dstX1, int dstY1, 275 float z, uint filter, 276 uint writemask) 277{ 278 struct pipe_context *pipe = ctx->pipe; 279 struct pipe_screen *screen = pipe->screen; 280 struct pipe_texture *tex = NULL; 281 struct pipe_framebuffer_state fb; 282 const int srcW = abs(srcX1 - srcX0); 283 const int srcH = abs(srcY1 - srcY0); 284 unsigned offset; 285 boolean overlap; 286 float s0, t0, s1, t1; 287 288 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 289 filter == PIPE_TEX_MIPFILTER_LINEAR); 290 291 assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D, 292 PIPE_TEXTURE_USAGE_SAMPLER, 0)); 293 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, 294 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)); 295 296 /* do the regions overlap? */ 297 overlap = util_same_surface(src, dst) && 298 regions_overlap(srcX0, srcY0, srcX1, srcY1, 299 dstX0, dstY0, dstX1, dstY1); 300 301 /* 302 * Check for simple case: no format conversion, no flipping, no stretching, 303 * no overlapping. 304 * Filter mode should not matter since there's no stretching. 305 */ 306 if (pipe->surface_copy && 307 dst->format == src->format && 308 srcX0 < srcX1 && 309 dstX0 < dstX1 && 310 srcY0 < srcY1 && 311 dstY0 < dstY1 && 312 (dstX1 - dstX0) == (srcX1 - srcX0) && 313 (dstY1 - dstY0) == (srcY1 - srcY0) && 314 !overlap) { 315 pipe->surface_copy(pipe, 316 dst, dstX0, dstY0, /* dest */ 317 src, srcX0, srcY0, /* src */ 318 srcW, srcH); /* size */ 319 return; 320 } 321 322 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, 323 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)); 324 325 /* Create a temporary texture when src and dest alias or when src 326 * is anything other than a single-level 2d texture. 327 * 328 * This can still be improved upon. 329 */ 330 if (util_same_surface(src, dst) || 331 src->texture->target != PIPE_TEXTURE_2D || 332 src->texture->last_level != 0) 333 { 334 struct pipe_texture texTemp; 335 struct pipe_surface *texSurf; 336 const int srcLeft = MIN2(srcX0, srcX1); 337 const int srcTop = MIN2(srcY0, srcY1); 338 339 if (srcLeft != srcX0) { 340 /* left-right flip */ 341 int tmp = dstX0; 342 dstX0 = dstX1; 343 dstX1 = tmp; 344 } 345 346 if (srcTop != srcY0) { 347 /* up-down flip */ 348 int tmp = dstY0; 349 dstY0 = dstY1; 350 dstY1 = tmp; 351 } 352 353 /* create temp texture */ 354 memset(&texTemp, 0, sizeof(texTemp)); 355 texTemp.target = PIPE_TEXTURE_2D; 356 texTemp.format = src->format; 357 texTemp.last_level = 0; 358 texTemp.width0 = srcW; 359 texTemp.height0 = srcH; 360 texTemp.depth0 = 1; 361 362 tex = screen->texture_create(screen, &texTemp); 363 if (!tex) 364 return; 365 366 texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0, 367 PIPE_BUFFER_USAGE_GPU_WRITE); 368 369 /* load temp texture */ 370 if (pipe->surface_copy) { 371 pipe->surface_copy(pipe, 372 texSurf, 0, 0, /* dest */ 373 src, srcLeft, srcTop, /* src */ 374 srcW, srcH); /* size */ 375 } else { 376 util_surface_copy(pipe, FALSE, 377 texSurf, 0, 0, /* dest */ 378 src, srcLeft, srcTop, /* src */ 379 srcW, srcH); /* size */ 380 } 381 382 /* free the surface, update the texture if necessary. 383 */ 384 pipe_surface_reference(&texSurf, NULL); 385 s0 = 0.0f; 386 s1 = 1.0f; 387 t0 = 0.0f; 388 t1 = 1.0f; 389 } 390 else { 391 pipe_texture_reference(&tex, src->texture); 392 s0 = srcX0 / (float)tex->width0; 393 s1 = srcX1 / (float)tex->width0; 394 t0 = srcY0 / (float)tex->height0; 395 t1 = srcY1 / (float)tex->height0; 396 } 397 398 399 /* save state (restored below) */ 400 cso_save_blend(ctx->cso); 401 cso_save_depth_stencil_alpha(ctx->cso); 402 cso_save_rasterizer(ctx->cso); 403 cso_save_samplers(ctx->cso); 404 cso_save_sampler_textures(ctx->cso); 405 cso_save_framebuffer(ctx->cso); 406 cso_save_fragment_shader(ctx->cso); 407 cso_save_vertex_shader(ctx->cso); 408 409 /* set misc state we care about */ 410 cso_set_blend(ctx->cso, &ctx->blend); 411 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil); 412 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 413 414 /* sampler */ 415 ctx->sampler.min_img_filter = filter; 416 ctx->sampler.mag_img_filter = filter; 417 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 418 cso_single_sampler_done(ctx->cso); 419 420 /* texture */ 421 cso_set_sampler_textures(ctx->cso, 1, &tex); 422 423 if (ctx->fs[writemask] == NULL) 424 ctx->fs[writemask] = 425 util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D, 426 writemask); 427 428 /* shaders */ 429 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]); 430 cso_set_vertex_shader_handle(ctx->cso, ctx->vs); 431 432 /* drawing dest */ 433 memset(&fb, 0, sizeof(fb)); 434 fb.width = dst->width; 435 fb.height = dst->height; 436 fb.nr_cbufs = 1; 437 fb.cbufs[0] = dst; 438 cso_set_framebuffer(ctx->cso, &fb); 439 440 /* draw quad */ 441 offset = setup_vertex_data_tex(ctx, 442 (float) dstX0, (float) dstY0, 443 (float) dstX1, (float) dstY1, 444 s0, t0, 445 s1, t1, 446 z); 447 448 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset, 449 PIPE_PRIM_TRIANGLE_FAN, 450 4, /* verts */ 451 2); /* attribs/vert */ 452 453 /* restore state we changed */ 454 cso_restore_blend(ctx->cso); 455 cso_restore_depth_stencil_alpha(ctx->cso); 456 cso_restore_rasterizer(ctx->cso); 457 cso_restore_samplers(ctx->cso); 458 cso_restore_sampler_textures(ctx->cso); 459 cso_restore_framebuffer(ctx->cso); 460 cso_restore_fragment_shader(ctx->cso); 461 cso_restore_vertex_shader(ctx->cso); 462 463 pipe_texture_reference(&tex, NULL); 464} 465 466 467void 468util_blit_pixels(struct blit_state *ctx, 469 struct pipe_surface *src, 470 int srcX0, int srcY0, 471 int srcX1, int srcY1, 472 struct pipe_surface *dst, 473 int dstX0, int dstY0, 474 int dstX1, int dstY1, 475 float z, uint filter ) 476{ 477 util_blit_pixels_writemask( ctx, src, 478 srcX0, srcY0, 479 srcX1, srcY1, 480 dst, 481 dstX0, dstY0, 482 dstX1, dstY1, 483 z, filter, 484 TGSI_WRITEMASK_XYZW ); 485} 486 487 488/* Release vertex buffer at end of frame to avoid synchronous 489 * rendering. 490 */ 491void util_blit_flush( struct blit_state *ctx ) 492{ 493 pipe_buffer_reference(&ctx->vbuf, NULL); 494 ctx->vbuf_slot = 0; 495} 496 497 498 499/** 500 * Copy pixel block from src texture to dst surface. 501 * Overlapping regions are acceptable. 502 * 503 * XXX Should support selection of level. 504 * XXX need some control over blitting Z and/or stencil. 505 */ 506void 507util_blit_pixels_tex(struct blit_state *ctx, 508 struct pipe_texture *tex, 509 int srcX0, int srcY0, 510 int srcX1, int srcY1, 511 struct pipe_surface *dst, 512 int dstX0, int dstY0, 513 int dstX1, int dstY1, 514 float z, uint filter) 515{ 516 struct pipe_framebuffer_state fb; 517 float s0, t0, s1, t1; 518 unsigned offset; 519 520 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 521 filter == PIPE_TEX_MIPFILTER_LINEAR); 522 523 assert(tex->width0 != 0); 524 assert(tex->height0 != 0); 525 526 s0 = srcX0 / (float)tex->width0; 527 s1 = srcX1 / (float)tex->width0; 528 t0 = srcY0 / (float)tex->height0; 529 t1 = srcY1 / (float)tex->height0; 530 531 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format, 532 PIPE_TEXTURE_2D, 533 PIPE_TEXTURE_USAGE_RENDER_TARGET, 534 0)); 535 536 /* save state (restored below) */ 537 cso_save_blend(ctx->cso); 538 cso_save_depth_stencil_alpha(ctx->cso); 539 cso_save_rasterizer(ctx->cso); 540 cso_save_samplers(ctx->cso); 541 cso_save_sampler_textures(ctx->cso); 542 cso_save_framebuffer(ctx->cso); 543 cso_save_fragment_shader(ctx->cso); 544 cso_save_vertex_shader(ctx->cso); 545 546 /* set misc state we care about */ 547 cso_set_blend(ctx->cso, &ctx->blend); 548 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil); 549 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 550 551 /* sampler */ 552 ctx->sampler.min_img_filter = filter; 553 ctx->sampler.mag_img_filter = filter; 554 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 555 cso_single_sampler_done(ctx->cso); 556 557 /* texture */ 558 cso_set_sampler_textures(ctx->cso, 1, &tex); 559 560 /* shaders */ 561 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]); 562 cso_set_vertex_shader_handle(ctx->cso, ctx->vs); 563 564 /* drawing dest */ 565 memset(&fb, 0, sizeof(fb)); 566 fb.width = dst->width; 567 fb.height = dst->height; 568 fb.nr_cbufs = 1; 569 fb.cbufs[0] = dst; 570 cso_set_framebuffer(ctx->cso, &fb); 571 572 /* draw quad */ 573 offset = setup_vertex_data_tex(ctx, 574 (float) dstX0, (float) dstY0, 575 (float) dstX1, (float) dstY1, 576 s0, t0, s1, t1, 577 z); 578 579 util_draw_vertex_buffer(ctx->pipe, 580 ctx->vbuf, offset, 581 PIPE_PRIM_TRIANGLE_FAN, 582 4, /* verts */ 583 2); /* attribs/vert */ 584 585 /* restore state we changed */ 586 cso_restore_blend(ctx->cso); 587 cso_restore_depth_stencil_alpha(ctx->cso); 588 cso_restore_rasterizer(ctx->cso); 589 cso_restore_samplers(ctx->cso); 590 cso_restore_sampler_textures(ctx->cso); 591 cso_restore_framebuffer(ctx->cso); 592 cso_restore_fragment_shader(ctx->cso); 593 cso_restore_vertex_shader(ctx->cso); 594} 595