1/**************************************************************************
2 *
3 * Copyright 2007 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  * Authors:
30  *   Brian Paul
31  */
32
33#include "main/imports.h"
34#include "main/image.h"
35#include "main/macros.h"
36#include "main/mfeatures.h"
37
38#include "st_context.h"
39#include "st_texture.h"
40#include "st_cb_blit.h"
41#include "st_cb_fbo.h"
42#include "st_atom.h"
43
44#include "util/u_blit.h"
45
46
47void
48st_init_blit(struct st_context *st)
49{
50   st->blit = util_create_blit(st->pipe, st->cso_context);
51}
52
53
54void
55st_destroy_blit(struct st_context *st)
56{
57   util_destroy_blit(st->blit);
58   st->blit = NULL;
59}
60
61
62#if FEATURE_EXT_framebuffer_blit
63
64static void
65st_BlitFramebuffer_resolve(struct gl_context *ctx,
66                           GLbitfield mask,
67                           struct pipe_resolve_info *info)
68{
69   const GLbitfield depthStencil = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
70
71   struct st_context *st = st_context(ctx);
72
73   struct st_renderbuffer *srcRb, *dstRb;
74
75   if (mask & GL_COLOR_BUFFER_BIT) {
76      srcRb = st_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer);
77      dstRb = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]);
78
79      info->mask = PIPE_MASK_RGBA;
80
81      info->src.res = srcRb->texture;
82      info->src.layer = srcRb->surface->u.tex.first_layer;
83      info->dst.res = dstRb->texture;
84      info->dst.level = dstRb->surface->u.tex.level;
85      info->dst.layer = dstRb->surface->u.tex.first_layer;
86
87      st->pipe->resource_resolve(st->pipe, info);
88   }
89
90   if (mask & depthStencil) {
91      struct gl_renderbuffer_attachment *srcDepth, *srcStencil;
92      struct gl_renderbuffer_attachment *dstDepth, *dstStencil;
93      boolean combined;
94
95      srcDepth = &ctx->ReadBuffer->Attachment[BUFFER_DEPTH];
96      dstDepth = &ctx->DrawBuffer->Attachment[BUFFER_DEPTH];
97      srcStencil = &ctx->ReadBuffer->Attachment[BUFFER_STENCIL];
98      dstStencil = &ctx->DrawBuffer->Attachment[BUFFER_STENCIL];
99
100      combined =
101         st_is_depth_stencil_combined(srcDepth, srcStencil) &&
102         st_is_depth_stencil_combined(dstDepth, dstStencil);
103
104      if ((mask & GL_DEPTH_BUFFER_BIT) || combined) {
105         /* resolve depth and, if combined and requested, stencil as well */
106         srcRb = st_renderbuffer(srcDepth->Renderbuffer);
107         dstRb = st_renderbuffer(dstDepth->Renderbuffer);
108
109         info->mask = (mask & GL_DEPTH_BUFFER_BIT) ? PIPE_MASK_Z : 0;
110         if (combined && (mask & GL_STENCIL_BUFFER_BIT)) {
111            mask &= ~GL_STENCIL_BUFFER_BIT;
112            info->mask |= PIPE_MASK_S;
113         }
114
115         info->src.res = srcRb->texture;
116         info->src.layer = srcRb->surface->u.tex.first_layer;
117         info->dst.res = dstRb->texture;
118         info->dst.level = dstRb->surface->u.tex.level;
119         info->dst.layer = dstRb->surface->u.tex.first_layer;
120
121         st->pipe->resource_resolve(st->pipe, info);
122      }
123
124      if (mask & GL_STENCIL_BUFFER_BIT) {
125         /* resolve separate stencil buffer */
126         srcRb = st_renderbuffer(srcStencil->Renderbuffer);
127         dstRb = st_renderbuffer(dstStencil->Renderbuffer);
128
129         info->mask = PIPE_MASK_S;
130
131         info->src.res = srcRb->texture;
132         info->src.layer = srcRb->surface->u.tex.first_layer;
133         info->dst.res = dstRb->texture;
134         info->dst.level = dstRb->surface->u.tex.level;
135         info->dst.layer = dstRb->surface->u.tex.first_layer;
136
137         st->pipe->resource_resolve(st->pipe, info);
138      }
139   }
140}
141
142static void
143st_BlitFramebuffer(struct gl_context *ctx,
144                   GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
145                   GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
146                   GLbitfield mask, GLenum filter)
147{
148   const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT |
149                                    GL_STENCIL_BUFFER_BIT);
150   struct st_context *st = st_context(ctx);
151   const uint pFilter = ((filter == GL_NEAREST)
152                         ? PIPE_TEX_MIPFILTER_NEAREST
153                         : PIPE_TEX_MIPFILTER_LINEAR);
154   struct gl_framebuffer *readFB = ctx->ReadBuffer;
155   struct gl_framebuffer *drawFB = ctx->DrawBuffer;
156
157   st_validate_state(st);
158
159   if (!_mesa_clip_blit(ctx, &srcX0, &srcY0, &srcX1, &srcY1,
160                        &dstX0, &dstY0, &dstX1, &dstY1)) {
161      return; /* nothing to draw/blit */
162   }
163
164   if (st_fb_orientation(drawFB) == Y_0_TOP) {
165      /* invert Y for dest */
166      dstY0 = drawFB->Height - dstY0;
167      dstY1 = drawFB->Height - dstY1;
168   }
169
170   if (st_fb_orientation(readFB) == Y_0_TOP) {
171      /* invert Y for src */
172      srcY0 = readFB->Height - srcY0;
173      srcY1 = readFB->Height - srcY1;
174   }
175
176   /* Disable conditional rendering. */
177   if (st->render_condition) {
178      st->pipe->render_condition(st->pipe, NULL, 0);
179   }
180
181   if (readFB->Visual.sampleBuffers > drawFB->Visual.sampleBuffers &&
182       readFB->Visual.samples > 1) {
183      struct pipe_resolve_info info;
184
185      if (dstX0 < dstX1) {
186         info.dst.x0 = dstX0;
187         info.dst.x1 = dstX1;
188         info.src.x0 = srcX0;
189         info.src.x1 = srcX1;
190      } else {
191         info.dst.x0 = dstX1;
192         info.dst.x1 = dstX0;
193         info.src.x0 = srcX1;
194         info.src.x1 = srcX0;
195      }
196      if (dstY0 < dstY1) {
197         info.dst.y0 = dstY0;
198         info.dst.y1 = dstY1;
199         info.src.y0 = srcY0;
200         info.src.y1 = srcY1;
201      } else {
202         info.dst.y0 = dstY1;
203         info.dst.y1 = dstY0;
204         info.src.y0 = srcY1;
205         info.src.y1 = srcY0;
206      }
207
208      st_BlitFramebuffer_resolve(ctx, mask, &info); /* filter doesn't apply */
209
210      goto done;
211   }
212
213   if (srcY0 > srcY1 && dstY0 > dstY1) {
214      /* Both src and dst are upside down.  Swap Y to make it
215       * right-side up to increase odds of using a fast path.
216       * Recall that all Gallium raster coords have Y=0=top.
217       */
218      GLint tmp;
219      tmp = srcY0;
220      srcY0 = srcY1;
221      srcY1 = tmp;
222      tmp = dstY0;
223      dstY0 = dstY1;
224      dstY1 = tmp;
225   }
226
227   if (mask & GL_COLOR_BUFFER_BIT) {
228      struct gl_renderbuffer_attachment *srcAtt =
229         &readFB->Attachment[readFB->_ColorReadBufferIndex];
230
231      if(srcAtt->Type == GL_TEXTURE) {
232         struct st_texture_object *srcObj =
233            st_texture_object(srcAtt->Texture);
234         struct st_renderbuffer *dstRb =
235            st_renderbuffer(drawFB->_ColorDrawBuffers[0]);
236         struct pipe_surface *dstSurf = dstRb->surface;
237
238         if (!srcObj->pt)
239            goto done;
240
241         util_blit_pixels(st->blit, srcObj->pt, srcAtt->TextureLevel,
242                          srcX0, srcY0, srcX1, srcY1,
243                          srcAtt->Zoffset + srcAtt->CubeMapFace,
244                          dstSurf, dstX0, dstY0, dstX1, dstY1,
245                          0.0, pFilter, TGSI_WRITEMASK_XYZW, 0);
246      }
247      else {
248         struct st_renderbuffer *srcRb =
249            st_renderbuffer(readFB->_ColorReadBuffer);
250         struct st_renderbuffer *dstRb =
251            st_renderbuffer(drawFB->_ColorDrawBuffers[0]);
252         struct pipe_surface *srcSurf = srcRb->surface;
253         struct pipe_surface *dstSurf = dstRb->surface;
254
255         util_blit_pixels(st->blit,
256                          srcRb->texture, srcSurf->u.tex.level,
257                          srcX0, srcY0, srcX1, srcY1,
258                          srcSurf->u.tex.first_layer,
259                          dstSurf, dstX0, dstY0, dstX1, dstY1,
260                          0.0, pFilter, TGSI_WRITEMASK_XYZW, 0);
261      }
262   }
263
264   if (mask & depthStencil) {
265      /* depth and/or stencil blit */
266
267      /* get src/dst depth surfaces */
268      struct gl_renderbuffer_attachment *srcDepth =
269         &readFB->Attachment[BUFFER_DEPTH];
270      struct gl_renderbuffer_attachment *dstDepth =
271         &drawFB->Attachment[BUFFER_DEPTH];
272      struct gl_renderbuffer_attachment *srcStencil =
273         &readFB->Attachment[BUFFER_STENCIL];
274      struct gl_renderbuffer_attachment *dstStencil =
275         &drawFB->Attachment[BUFFER_STENCIL];
276
277      struct st_renderbuffer *srcDepthRb =
278         st_renderbuffer(readFB->Attachment[BUFFER_DEPTH].Renderbuffer);
279      struct st_renderbuffer *dstDepthRb =
280         st_renderbuffer(drawFB->Attachment[BUFFER_DEPTH].Renderbuffer);
281      struct pipe_surface *dstDepthSurf =
282         dstDepthRb ? dstDepthRb->surface : NULL;
283
284      struct st_renderbuffer *srcStencilRb =
285         st_renderbuffer(readFB->Attachment[BUFFER_STENCIL].Renderbuffer);
286      struct st_renderbuffer *dstStencilRb =
287         st_renderbuffer(drawFB->Attachment[BUFFER_STENCIL].Renderbuffer);
288      struct pipe_surface *dstStencilSurf =
289         dstStencilRb ? dstStencilRb->surface : NULL;
290
291      if ((mask & depthStencil) == depthStencil &&
292          st_is_depth_stencil_combined(srcDepth, srcStencil) &&
293          st_is_depth_stencil_combined(dstDepth, dstStencil)) {
294
295         /* Blitting depth and stencil values between combined
296          * depth/stencil buffers.  This is the ideal case for such buffers.
297          */
298         util_blit_pixels(st->blit,
299                          srcDepthRb->texture,
300                          srcDepthRb->surface->u.tex.level,
301                          srcX0, srcY0, srcX1, srcY1,
302                          srcDepthRb->surface->u.tex.first_layer,
303                          dstDepthSurf, dstX0, dstY0, dstX1, dstY1,
304                          0.0, pFilter, 0,
305                          BLIT_WRITEMASK_Z |
306                          (st->has_stencil_export ? BLIT_WRITEMASK_STENCIL
307                                                  : 0));
308
309         if (!st->has_stencil_export) {
310            _mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) "
311                               "software fallback not implemented");
312         }
313      }
314      else {
315         /* blitting depth and stencil separately */
316
317         if (mask & GL_DEPTH_BUFFER_BIT) {
318            util_blit_pixels(st->blit, srcDepthRb->texture,
319                             srcDepthRb->surface->u.tex.level,
320                             srcX0, srcY0, srcX1, srcY1,
321                             srcDepthRb->surface->u.tex.first_layer,
322                             dstDepthSurf, dstX0, dstY0, dstX1, dstY1,
323                             0.0, pFilter, 0, BLIT_WRITEMASK_Z);
324         }
325
326         if (mask & GL_STENCIL_BUFFER_BIT) {
327            if (st->has_stencil_export) {
328               util_blit_pixels(st->blit, srcStencilRb->texture,
329                                srcStencilRb->surface->u.tex.level,
330                                srcX0, srcY0, srcX1, srcY1,
331                                srcStencilRb->surface->u.tex.first_layer,
332                                dstStencilSurf, dstX0, dstY0, dstX1, dstY1,
333                                0.0, pFilter, 0, BLIT_WRITEMASK_STENCIL);
334            }
335            else {
336               _mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) "
337                                  "software fallback not implemented");
338            }
339         }
340      }
341   }
342
343done:
344   /* Restore conditional rendering state. */
345   if (st->render_condition) {
346      st->pipe->render_condition(st->pipe, st->render_condition,
347                                 st->condition_mode);
348   }
349}
350
351
352void
353st_init_blit_functions(struct dd_function_table *functions)
354{
355   functions->BlitFramebuffer = st_BlitFramebuffer;
356}
357
358#endif /* FEATURE_EXT_framebuffer_blit */
359