u_blit.c revision fa0f48504a32642d688d4b81f62eea54c693b23f
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   void *vs;
64   void *fs;
65
66   struct pipe_buffer *vbuf;  /**< quad vertices */
67   unsigned vbuf_slot;
68
69   float vertices[4][2][4];   /**< vertex/texcoords for quad */
70};
71
72
73/**
74 * Create state object for blit.
75 * Intended to be created once and re-used for many blit() calls.
76 */
77struct blit_state *
78util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
79{
80   struct blit_state *ctx;
81   uint i;
82
83   ctx = CALLOC_STRUCT(blit_state);
84   if (!ctx)
85      return NULL;
86
87   ctx->pipe = pipe;
88   ctx->cso = cso;
89
90   /* disabled blending/masking */
91   memset(&ctx->blend, 0, sizeof(ctx->blend));
92   ctx->blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
93   ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
94   ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
95   ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
96   ctx->blend.colormask = PIPE_MASK_RGBA;
97
98   /* no-op depth/stencil/alpha */
99   memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
100
101   /* rasterizer */
102   memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
103   ctx->rasterizer.front_winding = PIPE_WINDING_CW;
104   ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
105   ctx->rasterizer.bypass_clipping = 1;
106   /*ctx->rasterizer.bypass_vs = 1;*/
107   ctx->rasterizer.gl_rasterization_rules = 1;
108
109   /* samplers */
110   memset(&ctx->sampler, 0, sizeof(ctx->sampler));
111   ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
112   ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
113   ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
114   ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
115   ctx->sampler.min_img_filter = 0; /* set later */
116   ctx->sampler.mag_img_filter = 0; /* set later */
117   ctx->sampler.normalized_coords = 1;
118
119   /* viewport (identity, we setup vertices in wincoords) */
120   ctx->viewport.scale[0] = 1.0;
121   ctx->viewport.scale[1] = 1.0;
122   ctx->viewport.scale[2] = 1.0;
123   ctx->viewport.scale[3] = 1.0;
124   ctx->viewport.translate[0] = 0.0;
125   ctx->viewport.translate[1] = 0.0;
126   ctx->viewport.translate[2] = 0.0;
127   ctx->viewport.translate[3] = 0.0;
128
129   /* vertex shader */
130   {
131      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
132                                      TGSI_SEMANTIC_GENERIC };
133      const uint semantic_indexes[] = { 0, 0 };
134      ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
135                                                    semantic_indexes);
136   }
137
138   /* fragment shader */
139   ctx->fs = util_make_fragment_tex_shader(pipe);
140   ctx->vbuf = NULL;
141
142   /* init vertex data that doesn't change */
143   for (i = 0; i < 4; i++) {
144      ctx->vertices[i][0][3] = 1.0f; /* w */
145      ctx->vertices[i][1][2] = 0.0f; /* r */
146      ctx->vertices[i][1][3] = 1.0f; /* q */
147   }
148
149   return ctx;
150}
151
152
153/**
154 * Destroy a blit context
155 */
156void
157util_destroy_blit(struct blit_state *ctx)
158{
159   struct pipe_context *pipe = ctx->pipe;
160
161   pipe->delete_vs_state(pipe, ctx->vs);
162   pipe->delete_fs_state(pipe, ctx->fs);
163
164   pipe_buffer_reference(&ctx->vbuf, NULL);
165
166   FREE(ctx);
167}
168
169
170static unsigned get_next_slot( struct blit_state *ctx )
171{
172   const unsigned max_slots = 4096 / sizeof ctx->vertices;
173
174   if (ctx->vbuf_slot >= max_slots)
175      util_blit_flush( ctx );
176
177   if (!ctx->vbuf) {
178      ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
179                                     32,
180                                     PIPE_BUFFER_USAGE_VERTEX,
181                                     max_slots * sizeof ctx->vertices);
182   }
183
184   return ctx->vbuf_slot++ * sizeof ctx->vertices;
185}
186
187
188
189/**
190 * Setup vertex data for the textured quad we'll draw.
191 * Note: y=0=top
192 */
193static unsigned
194setup_vertex_data(struct blit_state *ctx,
195                  float x0, float y0, float x1, float y1, float z)
196{
197   unsigned offset;
198
199   ctx->vertices[0][0][0] = x0;
200   ctx->vertices[0][0][1] = y0;
201   ctx->vertices[0][0][2] = z;
202   ctx->vertices[0][1][0] = 0.0f; /*s*/
203   ctx->vertices[0][1][1] = 0.0f; /*t*/
204
205   ctx->vertices[1][0][0] = x1;
206   ctx->vertices[1][0][1] = y0;
207   ctx->vertices[1][0][2] = z;
208   ctx->vertices[1][1][0] = 1.0f; /*s*/
209   ctx->vertices[1][1][1] = 0.0f; /*t*/
210
211   ctx->vertices[2][0][0] = x1;
212   ctx->vertices[2][0][1] = y1;
213   ctx->vertices[2][0][2] = z;
214   ctx->vertices[2][1][0] = 1.0f;
215   ctx->vertices[2][1][1] = 1.0f;
216
217   ctx->vertices[3][0][0] = x0;
218   ctx->vertices[3][0][1] = y1;
219   ctx->vertices[3][0][2] = z;
220   ctx->vertices[3][1][0] = 0.0f;
221   ctx->vertices[3][1][1] = 1.0f;
222
223   offset = get_next_slot( ctx );
224
225   pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
226                     offset, sizeof(ctx->vertices), ctx->vertices);
227
228   return offset;
229}
230
231
232/**
233 * Setup vertex data for the textured quad we'll draw.
234 * Note: y=0=top
235 */
236static unsigned
237setup_vertex_data_tex(struct blit_state *ctx,
238                      float x0, float y0, float x1, float y1,
239                      float s0, float t0, float s1, float t1,
240                      float z)
241{
242   unsigned offset;
243
244   ctx->vertices[0][0][0] = x0;
245   ctx->vertices[0][0][1] = y0;
246   ctx->vertices[0][0][2] = z;
247   ctx->vertices[0][1][0] = s0; /*s*/
248   ctx->vertices[0][1][1] = t0; /*t*/
249
250   ctx->vertices[1][0][0] = x1;
251   ctx->vertices[1][0][1] = y0;
252   ctx->vertices[1][0][2] = z;
253   ctx->vertices[1][1][0] = s1; /*s*/
254   ctx->vertices[1][1][1] = t0; /*t*/
255
256   ctx->vertices[2][0][0] = x1;
257   ctx->vertices[2][0][1] = y1;
258   ctx->vertices[2][0][2] = z;
259   ctx->vertices[2][1][0] = s1;
260   ctx->vertices[2][1][1] = t1;
261
262   ctx->vertices[3][0][0] = x0;
263   ctx->vertices[3][0][1] = y1;
264   ctx->vertices[3][0][2] = z;
265   ctx->vertices[3][1][0] = s0;
266   ctx->vertices[3][1][1] = t1;
267
268   offset = get_next_slot( ctx );
269
270   pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
271                     offset, sizeof(ctx->vertices), ctx->vertices);
272
273   return offset;
274}
275/**
276 * Copy pixel block from src surface to dst surface.
277 * Overlapping regions are acceptable.
278 * XXX need some control over blitting Z and/or stencil.
279 */
280void
281util_blit_pixels(struct blit_state *ctx,
282                 struct pipe_surface *src,
283                 int srcX0, int srcY0,
284                 int srcX1, int srcY1,
285                 struct pipe_surface *dst,
286                 int dstX0, int dstY0,
287                 int dstX1, int dstY1,
288                 float z, uint filter)
289{
290   struct pipe_context *pipe = ctx->pipe;
291   struct pipe_screen *screen = pipe->screen;
292   struct pipe_texture texTemp, *tex;
293   struct pipe_surface *texSurf;
294   struct pipe_framebuffer_state fb;
295   const int srcW = abs(srcX1 - srcX0);
296   const int srcH = abs(srcY1 - srcY0);
297   const int srcLeft = MIN2(srcX0, srcX1);
298   const int srcTop = MIN2(srcY0, srcY1);
299   unsigned offset;
300
301   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
302          filter == PIPE_TEX_MIPFILTER_LINEAR);
303
304   if (srcLeft != srcX0) {
305      /* left-right flip */
306      int tmp = dstX0;
307      dstX0 = dstX1;
308      dstX1 = tmp;
309   }
310
311   if (srcTop != srcY0) {
312      /* up-down flip */
313      int tmp = dstY0;
314      dstY0 = dstY1;
315      dstY1 = tmp;
316   }
317
318   assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
319                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
320   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
321                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
322
323   if(dst->format == src->format && (dstX1 - dstX0) == srcW && (dstY1 - dstY0) == srcH) {
324      /* FIXME: this will most surely fail for overlapping rectangles */
325      pipe->surface_copy(pipe,
326			 dst, dstX0, dstY0,   /* dest */
327			 src, srcX0, srcY0, /* src */
328			 srcW, srcH);     /* size */
329      return;
330   }
331
332   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
333                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
334
335   /*
336    * XXX for now we're always creating a temporary texture.
337    * Strictly speaking that's not always needed.
338    */
339
340   /* create temp texture */
341   memset(&texTemp, 0, sizeof(texTemp));
342   texTemp.target = PIPE_TEXTURE_2D;
343   texTemp.format = src->format;
344   texTemp.last_level = 0;
345   texTemp.width[0] = srcW;
346   texTemp.height[0] = srcH;
347   texTemp.depth[0] = 1;
348   texTemp.compressed = 0;
349   pf_get_block(src->format, &texTemp.block);
350
351   tex = screen->texture_create(screen, &texTemp);
352   if (!tex)
353      return;
354
355   texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
356                                     PIPE_BUFFER_USAGE_GPU_WRITE);
357
358   /* load temp texture */
359   pipe->surface_copy(pipe,
360                      texSurf, 0, 0,   /* dest */
361                      src, srcLeft, srcTop, /* src */
362                      srcW, srcH);     /* size */
363
364   /* free the surface, update the texture if necessary.
365    */
366   pipe_surface_reference(&texSurf, NULL);
367
368   /* save state (restored below) */
369   cso_save_blend(ctx->cso);
370   cso_save_depth_stencil_alpha(ctx->cso);
371   cso_save_rasterizer(ctx->cso);
372   cso_save_samplers(ctx->cso);
373   cso_save_sampler_textures(ctx->cso);
374   cso_save_framebuffer(ctx->cso);
375   cso_save_fragment_shader(ctx->cso);
376   cso_save_vertex_shader(ctx->cso);
377   cso_save_viewport(ctx->cso);
378
379   /* set misc state we care about */
380   cso_set_blend(ctx->cso, &ctx->blend);
381   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
382   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
383   cso_set_viewport(ctx->cso, &ctx->viewport);
384
385   /* sampler */
386   ctx->sampler.min_img_filter = filter;
387   ctx->sampler.mag_img_filter = filter;
388   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
389   cso_single_sampler_done(ctx->cso);
390
391   /* texture */
392   cso_set_sampler_textures(ctx->cso, 1, &tex);
393
394   /* shaders */
395   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
396   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
397
398   /* drawing dest */
399   memset(&fb, 0, sizeof(fb));
400   fb.width = dst->width;
401   fb.height = dst->height;
402   fb.nr_cbufs = 1;
403   fb.cbufs[0] = dst;
404   cso_set_framebuffer(ctx->cso, &fb);
405
406   /* draw quad */
407   offset = setup_vertex_data(ctx,
408                              (float) dstX0, (float) dstY0,
409                              (float) dstX1, (float) dstY1, z);
410
411   util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
412                           PIPE_PRIM_TRIANGLE_FAN,
413                           4,  /* verts */
414                           2); /* attribs/vert */
415
416   /* restore state we changed */
417   cso_restore_blend(ctx->cso);
418   cso_restore_depth_stencil_alpha(ctx->cso);
419   cso_restore_rasterizer(ctx->cso);
420   cso_restore_samplers(ctx->cso);
421   cso_restore_sampler_textures(ctx->cso);
422   cso_restore_framebuffer(ctx->cso);
423   cso_restore_fragment_shader(ctx->cso);
424   cso_restore_vertex_shader(ctx->cso);
425   cso_restore_viewport(ctx->cso);
426
427   pipe_texture_reference(&tex, NULL);
428}
429
430
431/* Release vertex buffer at end of frame to avoid synchronous
432 * rendering.
433 */
434void util_blit_flush( struct blit_state *ctx )
435{
436   pipe_buffer_reference(&ctx->vbuf, NULL);
437   ctx->vbuf_slot = 0;
438}
439
440
441
442/**
443 * Copy pixel block from src texture to dst surface.
444 * Overlapping regions are acceptable.
445 *
446 * XXX Should support selection of level.
447 * XXX need some control over blitting Z and/or stencil.
448 */
449void
450util_blit_pixels_tex(struct blit_state *ctx,
451                 struct pipe_texture *tex,
452                 int srcX0, int srcY0,
453                 int srcX1, int srcY1,
454                 struct pipe_surface *dst,
455                 int dstX0, int dstY0,
456                 int dstX1, int dstY1,
457                 float z, uint filter)
458{
459   struct pipe_framebuffer_state fb;
460   float s0, t0, s1, t1;
461   unsigned offset;
462
463   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
464          filter == PIPE_TEX_MIPFILTER_LINEAR);
465
466   assert(tex->width[0] != 0);
467   assert(tex->height[0] != 0);
468
469   s0 = srcX0 / (float)tex->width[0];
470   s1 = srcX1 / (float)tex->width[0];
471   t0 = srcY0 / (float)tex->height[0];
472   t1 = srcY1 / (float)tex->height[0];
473
474   assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
475                                                 PIPE_TEXTURE_2D,
476                                                 PIPE_TEXTURE_USAGE_RENDER_TARGET,
477                                                 0));
478
479   /* save state (restored below) */
480   cso_save_blend(ctx->cso);
481   cso_save_depth_stencil_alpha(ctx->cso);
482   cso_save_rasterizer(ctx->cso);
483   cso_save_samplers(ctx->cso);
484   cso_save_sampler_textures(ctx->cso);
485   cso_save_framebuffer(ctx->cso);
486   cso_save_fragment_shader(ctx->cso);
487   cso_save_vertex_shader(ctx->cso);
488   cso_save_viewport(ctx->cso);
489
490   /* set misc state we care about */
491   cso_set_blend(ctx->cso, &ctx->blend);
492   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
493   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
494   cso_set_viewport(ctx->cso, &ctx->viewport);
495
496   /* sampler */
497   ctx->sampler.min_img_filter = filter;
498   ctx->sampler.mag_img_filter = filter;
499   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
500   cso_single_sampler_done(ctx->cso);
501
502   /* texture */
503   cso_set_sampler_textures(ctx->cso, 1, &tex);
504
505   /* shaders */
506   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
507   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
508
509   /* drawing dest */
510   memset(&fb, 0, sizeof(fb));
511   fb.width = dst->width;
512   fb.height = dst->height;
513   fb.nr_cbufs = 1;
514   fb.cbufs[0] = dst;
515   cso_set_framebuffer(ctx->cso, &fb);
516
517   /* draw quad */
518   offset = setup_vertex_data_tex(ctx,
519                                  (float) dstX0, (float) dstY0,
520                                  (float) dstX1, (float) dstY1,
521                                  s0, t0, s1, t1,
522                                  z);
523
524   util_draw_vertex_buffer(ctx->pipe,
525                           ctx->vbuf, offset,
526                           PIPE_PRIM_TRIANGLE_FAN,
527                           4,  /* verts */
528                           2); /* attribs/vert */
529
530   /* restore state we changed */
531   cso_restore_blend(ctx->cso);
532   cso_restore_depth_stencil_alpha(ctx->cso);
533   cso_restore_rasterizer(ctx->cso);
534   cso_restore_samplers(ctx->cso);
535   cso_restore_sampler_textures(ctx->cso);
536   cso_restore_framebuffer(ctx->cso);
537   cso_restore_fragment_shader(ctx->cso);
538   cso_restore_vertex_shader(ctx->cso);
539   cso_restore_viewport(ctx->cso);
540}
541