u_blit.c revision f63dbc600fa95601ca8239ed5e3c3e439fe4565f
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 "util/u_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_format.h" 46#include "util/u_math.h" 47#include "util/u_memory.h" 48#include "util/u_sampler.h" 49#include "util/u_simple_shaders.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_keep; 61 struct pipe_depth_stencil_alpha_state depthstencil_write; 62 struct pipe_rasterizer_state rasterizer; 63 struct pipe_sampler_state sampler; 64 struct pipe_viewport_state viewport; 65 struct pipe_clip_state clip; 66 struct pipe_vertex_element velem[2]; 67 enum pipe_texture_target internal_target; 68 69 void *vs; 70 void *fs[TGSI_WRITEMASK_XYZW + 1]; 71 void *fs_depth; 72 73 struct pipe_resource *vbuf; /**< quad vertices */ 74 unsigned vbuf_slot; 75 76 float vertices[4][2][4]; /**< vertex/texcoords for quad */ 77}; 78 79 80/** 81 * Create state object for blit. 82 * Intended to be created once and re-used for many blit() calls. 83 */ 84struct blit_state * 85util_create_blit(struct pipe_context *pipe, struct cso_context *cso) 86{ 87 struct blit_state *ctx; 88 uint i; 89 90 ctx = CALLOC_STRUCT(blit_state); 91 if (!ctx) 92 return NULL; 93 94 ctx->pipe = pipe; 95 ctx->cso = cso; 96 97 /* disabled blending/masking */ 98 memset(&ctx->blend, 0, sizeof(ctx->blend)); 99 ctx->blend.rt[0].colormask = PIPE_MASK_RGBA; 100 101 /* no-op depth/stencil/alpha */ 102 memset(&ctx->depthstencil_keep, 0, sizeof(ctx->depthstencil_keep)); 103 memset(&ctx->depthstencil_write, 0, sizeof(ctx->depthstencil_write)); 104 ctx->depthstencil_write.depth.enabled = 1; 105 ctx->depthstencil_write.depth.writemask = 1; 106 ctx->depthstencil_write.depth.func = PIPE_FUNC_ALWAYS; 107 108 /* rasterizer */ 109 memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer)); 110 ctx->rasterizer.cull_face = PIPE_FACE_NONE; 111 ctx->rasterizer.gl_rasterization_rules = 1; 112 113 /* samplers */ 114 memset(&ctx->sampler, 0, sizeof(ctx->sampler)); 115 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 116 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 117 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 118 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; 119 ctx->sampler.min_img_filter = 0; /* set later */ 120 ctx->sampler.mag_img_filter = 0; /* set later */ 121 122 /* vertex elements state */ 123 memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2); 124 for (i = 0; i < 2; i++) { 125 ctx->velem[i].src_offset = i * 4 * sizeof(float); 126 ctx->velem[i].instance_divisor = 0; 127 ctx->velem[i].vertex_buffer_index = 0; 128 ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; 129 } 130 131 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 if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES)) 141 ctx->internal_target = PIPE_TEXTURE_2D; 142 else 143 ctx->internal_target = PIPE_TEXTURE_RECT; 144 145 return ctx; 146} 147 148 149/** 150 * Destroy a blit context 151 */ 152void 153util_destroy_blit(struct blit_state *ctx) 154{ 155 struct pipe_context *pipe = ctx->pipe; 156 unsigned i; 157 158 if (ctx->vs) 159 pipe->delete_vs_state(pipe, ctx->vs); 160 161 for (i = 0; i < Elements(ctx->fs); i++) 162 if (ctx->fs[i]) 163 pipe->delete_fs_state(pipe, ctx->fs[i]); 164 165 if (ctx->fs_depth) 166 pipe->delete_fs_state(pipe, ctx->fs_depth); 167 168 pipe_resource_reference(&ctx->vbuf, NULL); 169 170 FREE(ctx); 171} 172 173 174/** 175 * Helper function to set the fragment shaders. 176 */ 177static INLINE void 178set_fragment_shader(struct blit_state *ctx, uint writemask) 179{ 180 if (!ctx->fs[writemask]) 181 ctx->fs[writemask] = 182 util_make_fragment_tex_shader_writemask(ctx->pipe, TGSI_TEXTURE_2D, 183 TGSI_INTERPOLATE_LINEAR, 184 writemask); 185 186 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]); 187} 188 189 190/** 191 * Helper function to set the depthwrite shader. 192 */ 193static INLINE void 194set_depth_fragment_shader(struct blit_state *ctx) 195{ 196 if (!ctx->fs_depth) 197 ctx->fs_depth = 198 util_make_fragment_tex_shader_writedepth(ctx->pipe, TGSI_TEXTURE_2D, 199 TGSI_INTERPOLATE_LINEAR); 200 201 cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth); 202} 203 204 205/** 206 * Helper function to set the vertex shader. 207 */ 208static INLINE void 209set_vertex_shader(struct blit_state *ctx) 210{ 211 /* vertex shader - still required to provide the linkage between 212 * fragment shader input semantics and vertex_element/buffers. 213 */ 214 if (!ctx->vs) { 215 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 216 TGSI_SEMANTIC_GENERIC }; 217 const uint semantic_indexes[] = { 0, 0 }; 218 ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2, 219 semantic_names, 220 semantic_indexes); 221 } 222 223 cso_set_vertex_shader_handle(ctx->cso, ctx->vs); 224} 225 226 227/** 228 * Get offset of next free slot in vertex buffer for quad vertices. 229 */ 230static unsigned 231get_next_slot( struct blit_state *ctx ) 232{ 233 const unsigned max_slots = 4096 / sizeof ctx->vertices; 234 235 if (ctx->vbuf_slot >= max_slots) 236 util_blit_flush( ctx ); 237 238 if (!ctx->vbuf) { 239 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen, 240 PIPE_BIND_VERTEX_BUFFER, 241 PIPE_USAGE_STREAM, 242 max_slots * sizeof ctx->vertices); 243 } 244 245 return ctx->vbuf_slot++ * sizeof ctx->vertices; 246} 247 248 249 250 251/** 252 * Setup vertex data for the textured quad we'll draw. 253 * Note: y=0=top 254 */ 255static unsigned 256setup_vertex_data_tex(struct blit_state *ctx, 257 float x0, float y0, float x1, float y1, 258 float s0, float t0, float s1, float t1, 259 float z) 260{ 261 unsigned offset; 262 263 ctx->vertices[0][0][0] = x0; 264 ctx->vertices[0][0][1] = y0; 265 ctx->vertices[0][0][2] = z; 266 ctx->vertices[0][1][0] = s0; /*s*/ 267 ctx->vertices[0][1][1] = t0; /*t*/ 268 269 ctx->vertices[1][0][0] = x1; 270 ctx->vertices[1][0][1] = y0; 271 ctx->vertices[1][0][2] = z; 272 ctx->vertices[1][1][0] = s1; /*s*/ 273 ctx->vertices[1][1][1] = t0; /*t*/ 274 275 ctx->vertices[2][0][0] = x1; 276 ctx->vertices[2][0][1] = y1; 277 ctx->vertices[2][0][2] = z; 278 ctx->vertices[2][1][0] = s1; 279 ctx->vertices[2][1][1] = t1; 280 281 ctx->vertices[3][0][0] = x0; 282 ctx->vertices[3][0][1] = y1; 283 ctx->vertices[3][0][2] = z; 284 ctx->vertices[3][1][0] = s0; 285 ctx->vertices[3][1][1] = t1; 286 287 offset = get_next_slot( ctx ); 288 289 pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf, 290 offset, sizeof(ctx->vertices), ctx->vertices); 291 292 return offset; 293} 294 295 296/** 297 * \return TRUE if two regions overlap, FALSE otherwise 298 */ 299static boolean 300regions_overlap(int srcX0, int srcY0, 301 int srcX1, int srcY1, 302 int dstX0, int dstY0, 303 int dstX1, int dstY1) 304{ 305 if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1)) 306 return FALSE; /* src completely left of dst */ 307 308 if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1)) 309 return FALSE; /* dst completely left of src */ 310 311 if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1)) 312 return FALSE; /* src completely above dst */ 313 314 if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1)) 315 return FALSE; /* dst completely above src */ 316 317 return TRUE; /* some overlap */ 318} 319 320 321/** 322 * Copy pixel block from src surface to dst surface. 323 * Overlapping regions are acceptable. 324 * Flipping and stretching are supported. 325 * \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR 326 * \param writemask controls which channels in the dest surface are sourced 327 * from the src surface. Disabled channels are sourced 328 * from (0,0,0,1). 329 * XXX need some control over blitting stencil. 330 */ 331void 332util_blit_pixels_writemask(struct blit_state *ctx, 333 struct pipe_resource *src_tex, 334 unsigned src_level, 335 int srcX0, int srcY0, 336 int srcX1, int srcY1, 337 int srcZ0, 338 struct pipe_surface *dst, 339 int dstX0, int dstY0, 340 int dstX1, int dstY1, 341 float z, uint filter, 342 uint writemask) 343{ 344 struct pipe_context *pipe = ctx->pipe; 345 struct pipe_screen *screen = pipe->screen; 346 enum pipe_format src_format, dst_format; 347 struct pipe_sampler_view *sampler_view = NULL; 348 struct pipe_sampler_view sv_templ; 349 struct pipe_surface *dst_surface; 350 struct pipe_framebuffer_state fb; 351 const int srcW = abs(srcX1 - srcX0); 352 const int srcH = abs(srcY1 - srcY0); 353 unsigned offset; 354 boolean overlap, dst_is_depth; 355 float s0, t0, s1, t1; 356 boolean normalized; 357 358 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 359 filter == PIPE_TEX_MIPFILTER_LINEAR); 360 361 assert(src_level <= src_tex->last_level); 362 363 /* do the regions overlap? */ 364 overlap = src_tex == dst->texture && 365 dst->u.tex.level == src_level && 366 dst->u.tex.first_layer == srcZ0 && 367 regions_overlap(srcX0, srcY0, srcX1, srcY1, 368 dstX0, dstY0, dstX1, dstY1); 369 370 src_format = util_format_linear(src_tex->format); 371 dst_format = util_format_linear(dst->format); 372 373 /* 374 * Check for simple case: no format conversion, no flipping, no stretching, 375 * no overlapping. 376 * Filter mode should not matter since there's no stretching. 377 */ 378 if (dst_format == src_format && 379 srcX0 < srcX1 && 380 dstX0 < dstX1 && 381 srcY0 < srcY1 && 382 dstY0 < dstY1 && 383 (dstX1 - dstX0) == (srcX1 - srcX0) && 384 (dstY1 - dstY0) == (srcY1 - srcY0) && 385 !overlap) { 386 struct pipe_box src_box; 387 src_box.x = srcX0; 388 src_box.y = srcY0; 389 src_box.z = srcZ0; 390 src_box.width = srcW; 391 src_box.height = srcH; 392 src_box.depth = 1; 393 pipe->resource_copy_region(pipe, 394 dst->texture, dst->u.tex.level, 395 dstX0, dstY0, dst->u.tex.first_layer,/* dest */ 396 src_tex, src_level, 397 &src_box); 398 return; 399 } 400 401 if (dst_format == dst->format) { 402 dst_surface = dst; 403 } else { 404 struct pipe_surface templ = *dst; 405 templ.format = dst_format; 406 dst_surface = pipe->create_surface(pipe, dst->texture, &templ); 407 } 408 409 /* Create a temporary texture when src and dest alias or when src 410 * is anything other than a 2d texture. 411 * XXX should just use appropriate shader to access 1d / 3d slice / cube face, 412 * much like the u_blitter code does (should be pretty trivial). 413 * 414 * This can still be improved upon. 415 */ 416 if ((src_tex == dst_surface->texture && 417 dst_surface->u.tex.level == src_level && 418 dst_surface->u.tex.first_layer == srcZ0) || 419 (src_tex->target != PIPE_TEXTURE_2D && 420 src_tex->target != PIPE_TEXTURE_2D && 421 src_tex->target != PIPE_TEXTURE_RECT)) 422 { 423 struct pipe_resource texTemp; 424 struct pipe_resource *tex; 425 struct pipe_sampler_view sv_templ; 426 struct pipe_box src_box; 427 const int srcLeft = MIN2(srcX0, srcX1); 428 const int srcTop = MIN2(srcY0, srcY1); 429 430 if (srcLeft != srcX0) { 431 /* left-right flip */ 432 int tmp = dstX0; 433 dstX0 = dstX1; 434 dstX1 = tmp; 435 } 436 437 if (srcTop != srcY0) { 438 /* up-down flip */ 439 int tmp = dstY0; 440 dstY0 = dstY1; 441 dstY1 = tmp; 442 } 443 444 /* create temp texture */ 445 memset(&texTemp, 0, sizeof(texTemp)); 446 texTemp.target = ctx->internal_target; 447 texTemp.format = src_format; 448 texTemp.last_level = 0; 449 texTemp.width0 = srcW; 450 texTemp.height0 = srcH; 451 texTemp.depth0 = 1; 452 texTemp.array_size = 1; 453 texTemp.bind = PIPE_BIND_SAMPLER_VIEW; 454 455 tex = screen->resource_create(screen, &texTemp); 456 if (!tex) 457 return; 458 459 src_box.x = srcLeft; 460 src_box.y = srcTop; 461 src_box.z = srcZ0; 462 src_box.width = srcW; 463 src_box.height = srcH; 464 src_box.depth = 1; 465 /* load temp texture */ 466 pipe->resource_copy_region(pipe, 467 tex, 0, 0, 0, 0, /* dest */ 468 src_tex, src_level, &src_box); 469 470 normalized = tex->target != PIPE_TEXTURE_RECT; 471 if(normalized) { 472 s0 = 0.0f; 473 s1 = 1.0f; 474 t0 = 0.0f; 475 t1 = 1.0f; 476 } 477 else { 478 s0 = 0; 479 s1 = srcW; 480 t0 = 0; 481 t1 = srcH; 482 } 483 484 u_sampler_view_default_template(&sv_templ, tex, tex->format); 485 sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ); 486 487 if (!sampler_view) { 488 pipe_resource_reference(&tex, NULL); 489 return; 490 } 491 pipe_resource_reference(&tex, NULL); 492 } 493 else { 494 u_sampler_view_default_template(&sv_templ, src_tex, src_format); 495 sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ); 496 497 if (!sampler_view) { 498 return; 499 } 500 501 s0 = srcX0; 502 s1 = srcX1; 503 t0 = srcY0; 504 t1 = srcY1; 505 normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT; 506 if(normalized) 507 { 508 s0 /= (float)(u_minify(sampler_view->texture->width0, src_level)); 509 s1 /= (float)(u_minify(sampler_view->texture->width0, src_level)); 510 t0 /= (float)(u_minify(sampler_view->texture->height0, src_level)); 511 t1 /= (float)(u_minify(sampler_view->texture->height0, src_level)); 512 } 513 } 514 515 dst_is_depth = util_format_is_depth_or_stencil(dst_format); 516 517 assert(screen->is_format_supported(screen, sampler_view->format, ctx->internal_target, 518 sampler_view->texture->nr_samples, 519 PIPE_BIND_SAMPLER_VIEW)); 520 assert(screen->is_format_supported(screen, dst_format, ctx->internal_target, 521 dst_surface->texture->nr_samples, 522 dst_is_depth ? PIPE_BIND_DEPTH_STENCIL : 523 PIPE_BIND_RENDER_TARGET)); 524 /* save state (restored below) */ 525 cso_save_blend(ctx->cso); 526 cso_save_depth_stencil_alpha(ctx->cso); 527 cso_save_rasterizer(ctx->cso); 528 cso_save_samplers(ctx->cso); 529 cso_save_fragment_sampler_views(ctx->cso); 530 cso_save_viewport(ctx->cso); 531 cso_save_framebuffer(ctx->cso); 532 cso_save_fragment_shader(ctx->cso); 533 cso_save_vertex_shader(ctx->cso); 534 cso_save_clip(ctx->cso); 535 cso_save_vertex_elements(ctx->cso); 536 cso_save_vertex_buffers(ctx->cso); 537 538 /* set misc state we care about */ 539 cso_set_blend(ctx->cso, &ctx->blend); 540 cso_set_depth_stencil_alpha(ctx->cso, 541 dst_is_depth ? &ctx->depthstencil_write : 542 &ctx->depthstencil_keep); 543 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 544 cso_set_clip(ctx->cso, &ctx->clip); 545 cso_set_vertex_elements(ctx->cso, 2, ctx->velem); 546 547 /* sampler */ 548 ctx->sampler.normalized_coords = normalized; 549 ctx->sampler.min_img_filter = filter; 550 ctx->sampler.mag_img_filter = filter; 551 ctx->sampler.min_lod = src_level; 552 ctx->sampler.max_lod = src_level; 553 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 554 cso_single_sampler_done(ctx->cso); 555 556 /* viewport */ 557 ctx->viewport.scale[0] = 0.5f * dst_surface->width; 558 ctx->viewport.scale[1] = 0.5f * dst_surface->height; 559 ctx->viewport.scale[2] = 0.5f; 560 ctx->viewport.scale[3] = 1.0f; 561 ctx->viewport.translate[0] = 0.5f * dst_surface->width; 562 ctx->viewport.translate[1] = 0.5f * dst_surface->height; 563 ctx->viewport.translate[2] = 0.5f; 564 ctx->viewport.translate[3] = 0.0f; 565 cso_set_viewport(ctx->cso, &ctx->viewport); 566 567 /* texture */ 568 cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view); 569 570 /* shaders */ 571 if (dst_is_depth) { 572 set_depth_fragment_shader(ctx); 573 } else { 574 set_fragment_shader(ctx, writemask); 575 } 576 set_vertex_shader(ctx); 577 578 /* drawing dest */ 579 memset(&fb, 0, sizeof(fb)); 580 fb.width = dst_surface->width; 581 fb.height = dst_surface->height; 582 if (dst_is_depth) { 583 fb.zsbuf = dst_surface; 584 } else { 585 fb.nr_cbufs = 1; 586 fb.cbufs[0] = dst_surface; 587 } 588 cso_set_framebuffer(ctx->cso, &fb); 589 590 /* draw quad */ 591 offset = setup_vertex_data_tex(ctx, 592 (float) dstX0 / dst_surface->width * 2.0f - 1.0f, 593 (float) dstY0 / dst_surface->height * 2.0f - 1.0f, 594 (float) dstX1 / dst_surface->width * 2.0f - 1.0f, 595 (float) dstY1 / dst_surface->height * 2.0f - 1.0f, 596 s0, t0, 597 s1, t1, 598 z); 599 600 util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset, 601 PIPE_PRIM_TRIANGLE_FAN, 602 4, /* verts */ 603 2); /* attribs/vert */ 604 605 /* restore state we changed */ 606 cso_restore_blend(ctx->cso); 607 cso_restore_depth_stencil_alpha(ctx->cso); 608 cso_restore_rasterizer(ctx->cso); 609 cso_restore_samplers(ctx->cso); 610 cso_restore_fragment_sampler_views(ctx->cso); 611 cso_restore_viewport(ctx->cso); 612 cso_restore_framebuffer(ctx->cso); 613 cso_restore_fragment_shader(ctx->cso); 614 cso_restore_vertex_shader(ctx->cso); 615 cso_restore_clip(ctx->cso); 616 cso_restore_vertex_elements(ctx->cso); 617 cso_restore_vertex_buffers(ctx->cso); 618 619 pipe_sampler_view_reference(&sampler_view, NULL); 620 if (dst_surface != dst) 621 pipe_surface_reference(&dst_surface, NULL); 622} 623 624 625void 626util_blit_pixels(struct blit_state *ctx, 627 struct pipe_resource *src_tex, 628 unsigned src_level, 629 int srcX0, int srcY0, 630 int srcX1, int srcY1, 631 int srcZ, 632 struct pipe_surface *dst, 633 int dstX0, int dstY0, 634 int dstX1, int dstY1, 635 float z, uint filter ) 636{ 637 util_blit_pixels_writemask( ctx, src_tex, 638 src_level, 639 srcX0, srcY0, 640 srcX1, srcY1, 641 srcZ, 642 dst, 643 dstX0, dstY0, 644 dstX1, dstY1, 645 z, filter, 646 TGSI_WRITEMASK_XYZW ); 647} 648 649 650/* Release vertex buffer at end of frame to avoid synchronous 651 * rendering. 652 */ 653void util_blit_flush( struct blit_state *ctx ) 654{ 655 pipe_resource_reference(&ctx->vbuf, NULL); 656 ctx->vbuf_slot = 0; 657} 658 659 660 661/** 662 * Copy pixel block from src texture to dst surface. 663 * The sampler view's first_level field indicates the source 664 * mipmap level to use. 665 * XXX need some control over blitting Z and/or stencil. 666 */ 667void 668util_blit_pixels_tex(struct blit_state *ctx, 669 struct pipe_sampler_view *src_sampler_view, 670 int srcX0, int srcY0, 671 int srcX1, int srcY1, 672 struct pipe_surface *dst, 673 int dstX0, int dstY0, 674 int dstX1, int dstY1, 675 float z, uint filter) 676{ 677 boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT; 678 struct pipe_framebuffer_state fb; 679 float s0, t0, s1, t1; 680 unsigned offset; 681 struct pipe_resource *tex = src_sampler_view->texture; 682 683 assert(filter == PIPE_TEX_MIPFILTER_NEAREST || 684 filter == PIPE_TEX_MIPFILTER_LINEAR); 685 686 assert(tex); 687 assert(tex->width0 != 0); 688 assert(tex->height0 != 0); 689 690 s0 = srcX0; 691 s1 = srcX1; 692 t0 = srcY0; 693 t1 = srcY1; 694 695 if(normalized) 696 { 697 /* normalize according to the mipmap level's size */ 698 int level = src_sampler_view->u.tex.first_level; 699 float w = (float) u_minify(tex->width0, level); 700 float h = (float) u_minify(tex->height0, level); 701 s0 /= w; 702 s1 /= w; 703 t0 /= h; 704 t1 /= h; 705 } 706 707 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format, 708 PIPE_TEXTURE_2D, 709 dst->texture->nr_samples, 710 PIPE_BIND_RENDER_TARGET)); 711 712 /* save state (restored below) */ 713 cso_save_blend(ctx->cso); 714 cso_save_depth_stencil_alpha(ctx->cso); 715 cso_save_rasterizer(ctx->cso); 716 cso_save_samplers(ctx->cso); 717 cso_save_fragment_sampler_views(ctx->cso); 718 cso_save_viewport(ctx->cso); 719 cso_save_framebuffer(ctx->cso); 720 cso_save_fragment_shader(ctx->cso); 721 cso_save_vertex_shader(ctx->cso); 722 cso_save_clip(ctx->cso); 723 cso_save_vertex_elements(ctx->cso); 724 cso_save_vertex_buffers(ctx->cso); 725 726 /* set misc state we care about */ 727 cso_set_blend(ctx->cso, &ctx->blend); 728 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil_keep); 729 cso_set_rasterizer(ctx->cso, &ctx->rasterizer); 730 cso_set_clip(ctx->cso, &ctx->clip); 731 cso_set_vertex_elements(ctx->cso, 2, ctx->velem); 732 733 /* sampler */ 734 ctx->sampler.normalized_coords = normalized; 735 ctx->sampler.min_img_filter = filter; 736 ctx->sampler.mag_img_filter = filter; 737 cso_single_sampler(ctx->cso, 0, &ctx->sampler); 738 cso_single_sampler_done(ctx->cso); 739 740 /* viewport */ 741 ctx->viewport.scale[0] = 0.5f * dst->width; 742 ctx->viewport.scale[1] = 0.5f * dst->height; 743 ctx->viewport.scale[2] = 0.5f; 744 ctx->viewport.scale[3] = 1.0f; 745 ctx->viewport.translate[0] = 0.5f * dst->width; 746 ctx->viewport.translate[1] = 0.5f * dst->height; 747 ctx->viewport.translate[2] = 0.5f; 748 ctx->viewport.translate[3] = 0.0f; 749 cso_set_viewport(ctx->cso, &ctx->viewport); 750 751 /* texture */ 752 cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view); 753 754 /* shaders */ 755 set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW); 756 set_vertex_shader(ctx); 757 758 /* drawing dest */ 759 memset(&fb, 0, sizeof(fb)); 760 fb.width = dst->width; 761 fb.height = dst->height; 762 fb.nr_cbufs = 1; 763 fb.cbufs[0] = dst; 764 cso_set_framebuffer(ctx->cso, &fb); 765 766 /* draw quad */ 767 offset = setup_vertex_data_tex(ctx, 768 (float) dstX0 / dst->width * 2.0f - 1.0f, 769 (float) dstY0 / dst->height * 2.0f - 1.0f, 770 (float) dstX1 / dst->width * 2.0f - 1.0f, 771 (float) dstY1 / dst->height * 2.0f - 1.0f, 772 s0, t0, s1, t1, 773 z); 774 775 util_draw_vertex_buffer(ctx->pipe, ctx->cso, 776 ctx->vbuf, offset, 777 PIPE_PRIM_TRIANGLE_FAN, 778 4, /* verts */ 779 2); /* attribs/vert */ 780 781 /* restore state we changed */ 782 cso_restore_blend(ctx->cso); 783 cso_restore_depth_stencil_alpha(ctx->cso); 784 cso_restore_rasterizer(ctx->cso); 785 cso_restore_samplers(ctx->cso); 786 cso_restore_fragment_sampler_views(ctx->cso); 787 cso_restore_viewport(ctx->cso); 788 cso_restore_framebuffer(ctx->cso); 789 cso_restore_fragment_shader(ctx->cso); 790 cso_restore_vertex_shader(ctx->cso); 791 cso_restore_clip(ctx->cso); 792 cso_restore_vertex_elements(ctx->cso); 793 cso_restore_vertex_buffers(ctx->cso); 794} 795