u_blit.c revision ea4bf267e4b023b08043f91ac44592fed1736e7f
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
42#include "util/u_blit.h"
43#include "util/u_draw_quad.h"
44#include "util/u_math.h"
45#include "util/u_memory.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   unsigned vbuf_slot;
69
70   float vertices[4][2][4];   /**< vertex/texcoords for quad */
71};
72
73
74/**
75 * Create state object for blit.
76 * Intended to be created once and re-used for many blit() calls.
77 */
78struct blit_state *
79util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
80{
81   struct blit_state *ctx;
82   uint i;
83
84   ctx = CALLOC_STRUCT(blit_state);
85   if (!ctx)
86      return NULL;
87
88   ctx->pipe = pipe;
89   ctx->cso = cso;
90
91   /* disabled blending/masking */
92   memset(&ctx->blend, 0, sizeof(ctx->blend));
93   ctx->blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
94   ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
95   ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
96   ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
97   ctx->blend.colormask = PIPE_MASK_RGBA;
98
99   /* no-op depth/stencil/alpha */
100   memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
101
102   /* rasterizer */
103   memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
104   ctx->rasterizer.front_winding = PIPE_WINDING_CW;
105   ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
106   ctx->rasterizer.bypass_clipping = 1;
107   /*ctx->rasterizer.bypass_vs = 1;*/
108   ctx->rasterizer.gl_rasterization_rules = 1;
109
110   /* samplers */
111   memset(&ctx->sampler, 0, sizeof(ctx->sampler));
112   ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
113   ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
114   ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
115   ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
116   ctx->sampler.min_img_filter = 0; /* set later */
117   ctx->sampler.mag_img_filter = 0; /* set later */
118   ctx->sampler.normalized_coords = 1;
119
120   /* viewport (identity, we setup vertices in wincoords) */
121   ctx->viewport.scale[0] = 1.0;
122   ctx->viewport.scale[1] = 1.0;
123   ctx->viewport.scale[2] = 1.0;
124   ctx->viewport.scale[3] = 1.0;
125   ctx->viewport.translate[0] = 0.0;
126   ctx->viewport.translate[1] = 0.0;
127   ctx->viewport.translate[2] = 0.0;
128   ctx->viewport.translate[3] = 0.0;
129
130   /* vertex shader */
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                                                    &ctx->vert_shader);
138   }
139
140   /* fragment shader */
141   ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_shader);
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
163   pipe->delete_vs_state(pipe, ctx->vs);
164   pipe->delete_fs_state(pipe, ctx->fs);
165
166   FREE((void*) ctx->vert_shader.tokens);
167   FREE((void*) ctx->frag_shader.tokens);
168
169   pipe_buffer_reference(pipe->screen, &ctx->vbuf, NULL);
170
171   FREE(ctx);
172}
173
174
175static unsigned get_next_slot( struct blit_state *ctx )
176{
177   const unsigned max_slots = 4096 / sizeof ctx->vertices;
178
179   if (ctx->vbuf_slot >= max_slots)
180      util_blit_flush( ctx );
181
182   if (!ctx->vbuf) {
183      ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
184                                     32,
185                                     PIPE_BUFFER_USAGE_VERTEX,
186                                     max_slots * sizeof ctx->vertices);
187   }
188
189   return ctx->vbuf_slot++ * sizeof ctx->vertices;
190}
191
192
193
194/**
195 * Setup vertex data for the textured quad we'll draw.
196 * Note: y=0=top
197 */
198static unsigned
199setup_vertex_data(struct blit_state *ctx,
200                  float x0, float y0, float x1, float y1, float z)
201{
202   void *buf;
203   unsigned offset;
204
205   ctx->vertices[0][0][0] = x0;
206   ctx->vertices[0][0][1] = y0;
207   ctx->vertices[0][0][2] = z;
208   ctx->vertices[0][1][0] = 0.0f; /*s*/
209   ctx->vertices[0][1][1] = 0.0f; /*t*/
210
211   ctx->vertices[1][0][0] = x1;
212   ctx->vertices[1][0][1] = y0;
213   ctx->vertices[1][0][2] = z;
214   ctx->vertices[1][1][0] = 1.0f; /*s*/
215   ctx->vertices[1][1][1] = 0.0f; /*t*/
216
217   ctx->vertices[2][0][0] = x1;
218   ctx->vertices[2][0][1] = y1;
219   ctx->vertices[2][0][2] = z;
220   ctx->vertices[2][1][0] = 1.0f;
221   ctx->vertices[2][1][1] = 1.0f;
222
223   ctx->vertices[3][0][0] = x0;
224   ctx->vertices[3][0][1] = y1;
225   ctx->vertices[3][0][2] = z;
226   ctx->vertices[3][1][0] = 0.0f;
227   ctx->vertices[3][1][1] = 1.0f;
228
229   offset = get_next_slot( ctx );
230
231   buf = pipe_buffer_map(ctx->pipe->screen, ctx->vbuf,
232                         PIPE_BUFFER_USAGE_CPU_WRITE);
233
234   memcpy((char *)buf + offset, ctx->vertices, sizeof(ctx->vertices));
235
236   pipe_buffer_unmap(ctx->pipe->screen, ctx->vbuf);
237
238   return offset;
239}
240
241
242/**
243 * Setup vertex data for the textured quad we'll draw.
244 * Note: y=0=top
245 */
246static unsigned
247setup_vertex_data_tex(struct blit_state *ctx,
248                      float x0, float y0, float x1, float y1,
249                      float s0, float t0, float s1, float t1,
250                      float z)
251{
252   void *buf;
253   unsigned offset;
254
255   ctx->vertices[0][0][0] = x0;
256   ctx->vertices[0][0][1] = y0;
257   ctx->vertices[0][0][2] = z;
258   ctx->vertices[0][1][0] = s0; /*s*/
259   ctx->vertices[0][1][1] = t0; /*t*/
260
261   ctx->vertices[1][0][0] = x1;
262   ctx->vertices[1][0][1] = y0;
263   ctx->vertices[1][0][2] = z;
264   ctx->vertices[1][1][0] = s1; /*s*/
265   ctx->vertices[1][1][1] = t0; /*t*/
266
267   ctx->vertices[2][0][0] = x1;
268   ctx->vertices[2][0][1] = y1;
269   ctx->vertices[2][0][2] = z;
270   ctx->vertices[2][1][0] = s1;
271   ctx->vertices[2][1][1] = t1;
272
273   ctx->vertices[3][0][0] = x0;
274   ctx->vertices[3][0][1] = y1;
275   ctx->vertices[3][0][2] = z;
276   ctx->vertices[3][1][0] = s0;
277   ctx->vertices[3][1][1] = t1;
278
279   offset = get_next_slot( ctx );
280
281   buf = pipe_buffer_map(ctx->pipe->screen, ctx->vbuf,
282                         PIPE_BUFFER_USAGE_CPU_WRITE);
283
284   memcpy((char *)buf + offset, ctx->vertices, sizeof(ctx->vertices));
285
286   pipe_buffer_unmap(ctx->pipe->screen, ctx->vbuf);
287
288   return offset;
289}
290/**
291 * Copy pixel block from src surface to dst surface.
292 * Overlapping regions are acceptable.
293 * XXX need some control over blitting Z and/or stencil.
294 */
295void
296util_blit_pixels(struct blit_state *ctx,
297                 struct pipe_surface *src,
298                 int srcX0, int srcY0,
299                 int srcX1, int srcY1,
300                 struct pipe_surface *dst,
301                 int dstX0, int dstY0,
302                 int dstX1, int dstY1,
303                 float z, uint filter)
304{
305   struct pipe_context *pipe = ctx->pipe;
306   struct pipe_screen *screen = pipe->screen;
307   struct pipe_texture texTemp, *tex;
308   struct pipe_surface *texSurf;
309   struct pipe_framebuffer_state fb;
310   const int srcW = abs(srcX1 - srcX0);
311   const int srcH = abs(srcY1 - srcY0);
312   const int srcLeft = MIN2(srcX0, srcX1);
313   const int srcTop = MIN2(srcY0, srcY1);
314   unsigned offset;
315
316   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
317          filter == PIPE_TEX_MIPFILTER_LINEAR);
318
319   if (srcLeft != srcX0) {
320      /* left-right flip */
321      int tmp = dstX0;
322      dstX0 = dstX1;
323      dstX1 = tmp;
324   }
325
326   if (srcTop != srcY0) {
327      /* up-down flip */
328      int tmp = dstY0;
329      dstY0 = dstY1;
330      dstY1 = tmp;
331   }
332
333   assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
334                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
335   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
336                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
337
338   if(dst->format == src->format && (dstX1 - dstX0) == srcW && (dstY1 - dstY0) == srcH) {
339      /* FIXME: this will most surely fail for overlapping rectangles */
340      pipe->surface_copy(pipe, FALSE,
341			 dst, dstX0, dstY0,   /* dest */
342			 src, srcX0, srcY0, /* src */
343			 srcW, srcH);     /* size */
344      return;
345   }
346
347   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
348                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
349
350   /*
351    * XXX for now we're always creating a temporary texture.
352    * Strictly speaking that's not always needed.
353    */
354
355   /* create temp texture */
356   memset(&texTemp, 0, sizeof(texTemp));
357   texTemp.target = PIPE_TEXTURE_2D;
358   texTemp.format = src->format;
359   texTemp.last_level = 0;
360   texTemp.width[0] = srcW;
361   texTemp.height[0] = srcH;
362   texTemp.depth[0] = 1;
363   texTemp.compressed = 0;
364   pf_get_block(src->format, &texTemp.block);
365
366   tex = screen->texture_create(screen, &texTemp);
367   if (!tex)
368      return;
369
370   texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
371                                     PIPE_BUFFER_USAGE_GPU_WRITE);
372
373   /* load temp texture */
374   pipe->surface_copy(pipe, FALSE,
375                      texSurf, 0, 0,   /* dest */
376                      src, srcLeft, srcTop, /* src */
377                      srcW, srcH);     /* size */
378
379   /* free the surface, update the texture if necessary.
380    */
381   screen->tex_surface_release(screen, &texSurf);
382
383   /* save state (restored below) */
384   cso_save_blend(ctx->cso);
385   cso_save_depth_stencil_alpha(ctx->cso);
386   cso_save_rasterizer(ctx->cso);
387   cso_save_samplers(ctx->cso);
388   cso_save_sampler_textures(ctx->cso);
389   cso_save_framebuffer(ctx->cso);
390   cso_save_fragment_shader(ctx->cso);
391   cso_save_vertex_shader(ctx->cso);
392   cso_save_viewport(ctx->cso);
393
394   /* set misc state we care about */
395   cso_set_blend(ctx->cso, &ctx->blend);
396   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
397   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
398   cso_set_viewport(ctx->cso, &ctx->viewport);
399
400   /* sampler */
401   ctx->sampler.min_img_filter = filter;
402   ctx->sampler.mag_img_filter = filter;
403   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
404   cso_single_sampler_done(ctx->cso);
405
406   /* texture */
407   cso_set_sampler_textures(ctx->cso, 1, &tex);
408
409   /* shaders */
410   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
411   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
412
413   /* drawing dest */
414   memset(&fb, 0, sizeof(fb));
415   fb.width = dst->width;
416   fb.height = dst->height;
417   fb.nr_cbufs = 1;
418   fb.cbufs[0] = dst;
419   cso_set_framebuffer(ctx->cso, &fb);
420
421   /* draw quad */
422   offset = setup_vertex_data(ctx,
423                              (float) dstX0, (float) dstY0,
424                              (float) dstX1, (float) dstY1, z);
425
426   util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
427                           PIPE_PRIM_TRIANGLE_FAN,
428                           4,  /* verts */
429                           2); /* attribs/vert */
430
431   /* restore state we changed */
432   cso_restore_blend(ctx->cso);
433   cso_restore_depth_stencil_alpha(ctx->cso);
434   cso_restore_rasterizer(ctx->cso);
435   cso_restore_samplers(ctx->cso);
436   cso_restore_sampler_textures(ctx->cso);
437   cso_restore_framebuffer(ctx->cso);
438   cso_restore_fragment_shader(ctx->cso);
439   cso_restore_vertex_shader(ctx->cso);
440   cso_restore_viewport(ctx->cso);
441
442   screen->texture_release(screen, &tex);
443}
444
445
446/* Release vertex buffer at end of frame to avoid synchronous
447 * rendering.
448 */
449void util_blit_flush( struct blit_state *ctx )
450{
451   pipe_buffer_reference(ctx->pipe->screen, &ctx->vbuf, NULL);
452   ctx->vbuf_slot = 0;
453}
454
455
456
457/**
458 * Copy pixel block from src texture to dst surface.
459 * Overlapping regions are acceptable.
460 *
461 * XXX Should support selection of level.
462 * XXX need some control over blitting Z and/or stencil.
463 */
464void
465util_blit_pixels_tex(struct blit_state *ctx,
466                 struct pipe_texture *tex,
467                 int srcX0, int srcY0,
468                 int srcX1, int srcY1,
469                 struct pipe_surface *dst,
470                 int dstX0, int dstY0,
471                 int dstX1, int dstY1,
472                 float z, uint filter)
473{
474   struct pipe_context *pipe = ctx->pipe;
475   struct pipe_screen *screen = pipe->screen;
476   struct pipe_framebuffer_state fb;
477   float s0, t0, s1, t1;
478   unsigned offset;
479
480   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
481          filter == PIPE_TEX_MIPFILTER_LINEAR);
482
483   assert(tex->width[0] != 0);
484   assert(tex->height[0] != 0);
485
486   s0 = srcX0 / (float)tex->width[0];
487   s1 = srcX1 / (float)tex->width[0];
488   t0 = srcY0 / (float)tex->height[0];
489   t1 = srcY1 / (float)tex->height[0];
490
491   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
492                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
493
494   /* save state (restored below) */
495   cso_save_blend(ctx->cso);
496   cso_save_depth_stencil_alpha(ctx->cso);
497   cso_save_rasterizer(ctx->cso);
498   cso_save_samplers(ctx->cso);
499   cso_save_sampler_textures(ctx->cso);
500   cso_save_framebuffer(ctx->cso);
501   cso_save_fragment_shader(ctx->cso);
502   cso_save_vertex_shader(ctx->cso);
503   cso_save_viewport(ctx->cso);
504
505   /* set misc state we care about */
506   cso_set_blend(ctx->cso, &ctx->blend);
507   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
508   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
509   cso_set_viewport(ctx->cso, &ctx->viewport);
510
511   /* sampler */
512   ctx->sampler.min_img_filter = filter;
513   ctx->sampler.mag_img_filter = filter;
514   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
515   cso_single_sampler_done(ctx->cso);
516
517   /* texture */
518   cso_set_sampler_textures(ctx->cso, 1, &tex);
519
520   /* shaders */
521   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
522   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
523
524   /* drawing dest */
525   memset(&fb, 0, sizeof(fb));
526   fb.width = dst->width;
527   fb.height = dst->height;
528   fb.nr_cbufs = 1;
529   fb.cbufs[0] = dst;
530   cso_set_framebuffer(ctx->cso, &fb);
531
532   /* draw quad */
533   offset = setup_vertex_data_tex(ctx,
534                                  (float) dstX0, (float) dstY0,
535                                  (float) dstX1, (float) dstY1,
536                                  s0, t0, s1, t1,
537                                  z);
538
539   util_draw_vertex_buffer(ctx->pipe,
540                           ctx->vbuf, offset,
541                           PIPE_PRIM_TRIANGLE_FAN,
542                           4,  /* verts */
543                           2); /* attribs/vert */
544
545   /* restore state we changed */
546   cso_restore_blend(ctx->cso);
547   cso_restore_depth_stencil_alpha(ctx->cso);
548   cso_restore_rasterizer(ctx->cso);
549   cso_restore_samplers(ctx->cso);
550   cso_restore_sampler_textures(ctx->cso);
551   cso_restore_framebuffer(ctx->cso);
552   cso_restore_fragment_shader(ctx->cso);
553   cso_restore_vertex_shader(ctx->cso);
554   cso_restore_viewport(ctx->cso);
555}
556