u_blit.c revision f500f3a72c6be61ff9b8e1166f734e408d00aded
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
49#include "cso_cache/cso_context.h"
50
51
52struct blit_state
53{
54   struct pipe_context *pipe;
55   struct cso_context *cso;
56
57   struct pipe_blend_state blend;
58   struct pipe_depth_stencil_alpha_state depthstencil;
59   struct pipe_rasterizer_state rasterizer;
60   struct pipe_sampler_state sampler;
61   struct pipe_viewport_state viewport;
62
63   struct pipe_shader_state vert_shader;
64   struct pipe_shader_state frag_shader;
65   void *vs;
66   void *fs;
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.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
95   ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
96   ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
97   ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
98   ctx->blend.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.bypass_clipping = 1;
108   /*ctx->rasterizer.bypass_vs = 1;*/
109   ctx->rasterizer.gl_rasterization_rules = 1;
110
111   /* samplers */
112   memset(&ctx->sampler, 0, sizeof(ctx->sampler));
113   ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
114   ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
115   ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
116   ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
117   ctx->sampler.min_img_filter = 0; /* set later */
118   ctx->sampler.mag_img_filter = 0; /* set later */
119   ctx->sampler.normalized_coords = 1;
120
121   /* viewport (identity, we setup vertices in wincoords) */
122   ctx->viewport.scale[0] = 1.0;
123   ctx->viewport.scale[1] = 1.0;
124   ctx->viewport.scale[2] = 1.0;
125   ctx->viewport.scale[3] = 1.0;
126   ctx->viewport.translate[0] = 0.0;
127   ctx->viewport.translate[1] = 0.0;
128   ctx->viewport.translate[2] = 0.0;
129   ctx->viewport.translate[3] = 0.0;
130
131   /* vertex shader */
132   {
133      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
134                                      TGSI_SEMANTIC_GENERIC };
135      const uint semantic_indexes[] = { 0, 0 };
136      ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
137                                                    semantic_indexes,
138                                                    &ctx->vert_shader);
139   }
140
141   /* fragment shader */
142   ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_shader);
143   ctx->vbuf = NULL;
144
145   /* init vertex data that doesn't change */
146   for (i = 0; i < 4; i++) {
147      ctx->vertices[i][0][3] = 1.0f; /* w */
148      ctx->vertices[i][1][2] = 0.0f; /* r */
149      ctx->vertices[i][1][3] = 1.0f; /* q */
150   }
151
152   return ctx;
153}
154
155
156/**
157 * Destroy a blit context
158 */
159void
160util_destroy_blit(struct blit_state *ctx)
161{
162   struct pipe_context *pipe = ctx->pipe;
163
164   pipe->delete_vs_state(pipe, ctx->vs);
165   pipe->delete_fs_state(pipe, ctx->fs);
166
167   FREE((void*) ctx->vert_shader.tokens);
168   FREE((void*) ctx->frag_shader.tokens);
169
170   pipe_buffer_reference(&ctx->vbuf, NULL);
171
172   FREE(ctx);
173}
174
175
176static unsigned get_next_slot( struct blit_state *ctx )
177{
178   const unsigned max_slots = 4096 / sizeof ctx->vertices;
179
180   if (ctx->vbuf_slot >= max_slots)
181      util_blit_flush( ctx );
182
183   if (!ctx->vbuf) {
184      ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
185                                     32,
186                                     PIPE_BUFFER_USAGE_VERTEX,
187                                     max_slots * sizeof ctx->vertices);
188   }
189
190   return ctx->vbuf_slot++ * sizeof ctx->vertices;
191}
192
193
194
195/**
196 * Setup vertex data for the textured quad we'll draw.
197 * Note: y=0=top
198 */
199static unsigned
200setup_vertex_data(struct blit_state *ctx,
201                  float x0, float y0, float x1, float y1, float z)
202{
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   pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
232                     offset, sizeof(ctx->vertices), ctx->vertices);
233
234   return offset;
235}
236
237
238/**
239 * Setup vertex data for the textured quad we'll draw.
240 * Note: y=0=top
241 */
242static unsigned
243setup_vertex_data_tex(struct blit_state *ctx,
244                      float x0, float y0, float x1, float y1,
245                      float s0, float t0, float s1, float t1,
246                      float z)
247{
248   unsigned offset;
249
250   ctx->vertices[0][0][0] = x0;
251   ctx->vertices[0][0][1] = y0;
252   ctx->vertices[0][0][2] = z;
253   ctx->vertices[0][1][0] = s0; /*s*/
254   ctx->vertices[0][1][1] = t0; /*t*/
255
256   ctx->vertices[1][0][0] = x1;
257   ctx->vertices[1][0][1] = y0;
258   ctx->vertices[1][0][2] = z;
259   ctx->vertices[1][1][0] = s1; /*s*/
260   ctx->vertices[1][1][1] = t0; /*t*/
261
262   ctx->vertices[2][0][0] = x1;
263   ctx->vertices[2][0][1] = y1;
264   ctx->vertices[2][0][2] = z;
265   ctx->vertices[2][1][0] = s1;
266   ctx->vertices[2][1][1] = t1;
267
268   ctx->vertices[3][0][0] = x0;
269   ctx->vertices[3][0][1] = y1;
270   ctx->vertices[3][0][2] = z;
271   ctx->vertices[3][1][0] = s0;
272   ctx->vertices[3][1][1] = t1;
273
274   offset = get_next_slot( ctx );
275
276   pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
277                     offset, sizeof(ctx->vertices), ctx->vertices);
278
279   return offset;
280}
281/**
282 * Copy pixel block from src surface to dst surface.
283 * Overlapping regions are acceptable.
284 * XXX need some control over blitting Z and/or stencil.
285 */
286void
287util_blit_pixels(struct blit_state *ctx,
288                 struct pipe_surface *src,
289                 int srcX0, int srcY0,
290                 int srcX1, int srcY1,
291                 struct pipe_surface *dst,
292                 int dstX0, int dstY0,
293                 int dstX1, int dstY1,
294                 float z, uint filter)
295{
296   struct pipe_context *pipe = ctx->pipe;
297   struct pipe_screen *screen = pipe->screen;
298   struct pipe_texture texTemp, *tex;
299   struct pipe_surface *texSurf;
300   struct pipe_framebuffer_state fb;
301   const int srcW = abs(srcX1 - srcX0);
302   const int srcH = abs(srcY1 - srcY0);
303   const int srcLeft = MIN2(srcX0, srcX1);
304   const int srcTop = MIN2(srcY0, srcY1);
305   unsigned offset;
306
307   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
308          filter == PIPE_TEX_MIPFILTER_LINEAR);
309
310   if (srcLeft != srcX0) {
311      /* left-right flip */
312      int tmp = dstX0;
313      dstX0 = dstX1;
314      dstX1 = tmp;
315   }
316
317   if (srcTop != srcY0) {
318      /* up-down flip */
319      int tmp = dstY0;
320      dstY0 = dstY1;
321      dstY1 = tmp;
322   }
323
324   assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
325                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
326   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
327                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
328
329   if(dst->format == src->format && (dstX1 - dstX0) == srcW && (dstY1 - dstY0) == srcH) {
330      /* FIXME: this will most surely fail for overlapping rectangles */
331      pipe->surface_copy(pipe,
332			 dst, dstX0, dstY0,   /* dest */
333			 src, srcX0, srcY0, /* src */
334			 srcW, srcH);     /* size */
335      return;
336   }
337
338   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
339                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
340
341   /*
342    * XXX for now we're always creating a temporary texture.
343    * Strictly speaking that's not always needed.
344    */
345
346   /* create temp texture */
347   memset(&texTemp, 0, sizeof(texTemp));
348   texTemp.target = PIPE_TEXTURE_2D;
349   texTemp.format = src->format;
350   texTemp.last_level = 0;
351   texTemp.width[0] = srcW;
352   texTemp.height[0] = srcH;
353   texTemp.depth[0] = 1;
354   texTemp.compressed = 0;
355   pf_get_block(src->format, &texTemp.block);
356
357   tex = screen->texture_create(screen, &texTemp);
358   if (!tex)
359      return;
360
361   texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
362                                     PIPE_BUFFER_USAGE_GPU_WRITE);
363
364   /* load temp texture */
365   pipe->surface_copy(pipe,
366                      texSurf, 0, 0,   /* dest */
367                      src, srcLeft, srcTop, /* src */
368                      srcW, srcH);     /* size */
369
370   /* free the surface, update the texture if necessary.
371    */
372   pipe_surface_reference(&texSurf, NULL);
373
374   /* save state (restored below) */
375   cso_save_blend(ctx->cso);
376   cso_save_depth_stencil_alpha(ctx->cso);
377   cso_save_rasterizer(ctx->cso);
378   cso_save_samplers(ctx->cso);
379   cso_save_sampler_textures(ctx->cso);
380   cso_save_framebuffer(ctx->cso);
381   cso_save_fragment_shader(ctx->cso);
382   cso_save_vertex_shader(ctx->cso);
383   cso_save_viewport(ctx->cso);
384
385   /* set misc state we care about */
386   cso_set_blend(ctx->cso, &ctx->blend);
387   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
388   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
389   cso_set_viewport(ctx->cso, &ctx->viewport);
390
391   /* sampler */
392   ctx->sampler.min_img_filter = filter;
393   ctx->sampler.mag_img_filter = filter;
394   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
395   cso_single_sampler_done(ctx->cso);
396
397   /* texture */
398   cso_set_sampler_textures(ctx->cso, 1, &tex);
399
400   /* shaders */
401   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
402   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
403
404   /* drawing dest */
405   memset(&fb, 0, sizeof(fb));
406   fb.width = dst->width;
407   fb.height = dst->height;
408   fb.nr_cbufs = 1;
409   fb.cbufs[0] = dst;
410   cso_set_framebuffer(ctx->cso, &fb);
411
412   /* draw quad */
413   offset = setup_vertex_data(ctx,
414                              (float) dstX0, (float) dstY0,
415                              (float) dstX1, (float) dstY1, z);
416
417   util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
418                           PIPE_PRIM_TRIANGLE_FAN,
419                           4,  /* verts */
420                           2); /* attribs/vert */
421
422   /* restore state we changed */
423   cso_restore_blend(ctx->cso);
424   cso_restore_depth_stencil_alpha(ctx->cso);
425   cso_restore_rasterizer(ctx->cso);
426   cso_restore_samplers(ctx->cso);
427   cso_restore_sampler_textures(ctx->cso);
428   cso_restore_framebuffer(ctx->cso);
429   cso_restore_fragment_shader(ctx->cso);
430   cso_restore_vertex_shader(ctx->cso);
431   cso_restore_viewport(ctx->cso);
432
433   pipe_texture_reference(&tex, NULL);
434}
435
436
437/* Release vertex buffer at end of frame to avoid synchronous
438 * rendering.
439 */
440void util_blit_flush( struct blit_state *ctx )
441{
442   pipe_buffer_reference(&ctx->vbuf, NULL);
443   ctx->vbuf_slot = 0;
444}
445
446
447
448/**
449 * Copy pixel block from src texture to dst surface.
450 * Overlapping regions are acceptable.
451 *
452 * XXX Should support selection of level.
453 * XXX need some control over blitting Z and/or stencil.
454 */
455void
456util_blit_pixels_tex(struct blit_state *ctx,
457                 struct pipe_texture *tex,
458                 int srcX0, int srcY0,
459                 int srcX1, int srcY1,
460                 struct pipe_surface *dst,
461                 int dstX0, int dstY0,
462                 int dstX1, int dstY1,
463                 float z, uint filter)
464{
465   struct pipe_framebuffer_state fb;
466   float s0, t0, s1, t1;
467   unsigned offset;
468
469   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
470          filter == PIPE_TEX_MIPFILTER_LINEAR);
471
472   assert(tex->width[0] != 0);
473   assert(tex->height[0] != 0);
474
475   s0 = srcX0 / (float)tex->width[0];
476   s1 = srcX1 / (float)tex->width[0];
477   t0 = srcY0 / (float)tex->height[0];
478   t1 = srcY1 / (float)tex->height[0];
479
480   assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
481                                                 PIPE_TEXTURE_2D,
482                                                 PIPE_TEXTURE_USAGE_RENDER_TARGET,
483                                                 0));
484
485   /* save state (restored below) */
486   cso_save_blend(ctx->cso);
487   cso_save_depth_stencil_alpha(ctx->cso);
488   cso_save_rasterizer(ctx->cso);
489   cso_save_samplers(ctx->cso);
490   cso_save_sampler_textures(ctx->cso);
491   cso_save_framebuffer(ctx->cso);
492   cso_save_fragment_shader(ctx->cso);
493   cso_save_vertex_shader(ctx->cso);
494   cso_save_viewport(ctx->cso);
495
496   /* set misc state we care about */
497   cso_set_blend(ctx->cso, &ctx->blend);
498   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
499   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
500   cso_set_viewport(ctx->cso, &ctx->viewport);
501
502   /* sampler */
503   ctx->sampler.min_img_filter = filter;
504   ctx->sampler.mag_img_filter = filter;
505   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
506   cso_single_sampler_done(ctx->cso);
507
508   /* texture */
509   cso_set_sampler_textures(ctx->cso, 1, &tex);
510
511   /* shaders */
512   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
513   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
514
515   /* drawing dest */
516   memset(&fb, 0, sizeof(fb));
517   fb.width = dst->width;
518   fb.height = dst->height;
519   fb.nr_cbufs = 1;
520   fb.cbufs[0] = dst;
521   cso_set_framebuffer(ctx->cso, &fb);
522
523   /* draw quad */
524   offset = setup_vertex_data_tex(ctx,
525                                  (float) dstX0, (float) dstY0,
526                                  (float) dstX1, (float) dstY1,
527                                  s0, t0, s1, t1,
528                                  z);
529
530   util_draw_vertex_buffer(ctx->pipe,
531                           ctx->vbuf, offset,
532                           PIPE_PRIM_TRIANGLE_FAN,
533                           4,  /* verts */
534                           2); /* attribs/vert */
535
536   /* restore state we changed */
537   cso_restore_blend(ctx->cso);
538   cso_restore_depth_stencil_alpha(ctx->cso);
539   cso_restore_rasterizer(ctx->cso);
540   cso_restore_samplers(ctx->cso);
541   cso_restore_sampler_textures(ctx->cso);
542   cso_restore_framebuffer(ctx->cso);
543   cso_restore_fragment_shader(ctx->cso);
544   cso_restore_vertex_shader(ctx->cso);
545   cso_restore_viewport(ctx->cso);
546}
547