u_blit.c revision f68ab0398bde5be6a6d4212bea23c9bbaa75d464
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_vertex_element velem[2];
66   enum pipe_texture_target internal_target;
67
68   void *vs;
69   void *fs[TGSI_WRITEMASK_XYZW + 1];
70   void *fs_depth;
71
72   struct pipe_resource *vbuf;  /**< quad vertices */
73   unsigned vbuf_slot;
74
75   float vertices[4][2][4];   /**< vertex/texcoords for quad */
76};
77
78
79/**
80 * Create state object for blit.
81 * Intended to be created once and re-used for many blit() calls.
82 */
83struct blit_state *
84util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
85{
86   struct blit_state *ctx;
87   uint i;
88
89   ctx = CALLOC_STRUCT(blit_state);
90   if (!ctx)
91      return NULL;
92
93   ctx->pipe = pipe;
94   ctx->cso = cso;
95
96   /* disabled blending/masking */
97   memset(&ctx->blend, 0, sizeof(ctx->blend));
98   ctx->blend.rt[0].colormask = PIPE_MASK_RGBA;
99
100   /* no-op depth/stencil/alpha */
101   memset(&ctx->depthstencil_keep, 0, sizeof(ctx->depthstencil_keep));
102   memset(&ctx->depthstencil_write, 0, sizeof(ctx->depthstencil_write));
103   ctx->depthstencil_write.depth.enabled = 1;
104   ctx->depthstencil_write.depth.writemask = 1;
105   ctx->depthstencil_write.depth.func = PIPE_FUNC_ALWAYS;
106
107   /* rasterizer */
108   memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
109   ctx->rasterizer.cull_face = PIPE_FACE_NONE;
110   ctx->rasterizer.gl_rasterization_rules = 1;
111   ctx->rasterizer.depth_clip = 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      pipe_resource_reference(&ctx->vbuf, NULL);
237      ctx->vbuf_slot = 0;
238   }
239
240   if (!ctx->vbuf) {
241      ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
242                                     PIPE_BIND_VERTEX_BUFFER,
243                                     PIPE_USAGE_STREAM,
244                                     max_slots * sizeof ctx->vertices);
245   }
246
247   return ctx->vbuf_slot++ * sizeof ctx->vertices;
248}
249
250
251
252
253/**
254 * Setup vertex data for the textured quad we'll draw.
255 * Note: y=0=top
256 */
257static unsigned
258setup_vertex_data_tex(struct blit_state *ctx,
259                      float x0, float y0, float x1, float y1,
260                      float s0, float t0, float s1, float t1,
261                      float z)
262{
263   unsigned offset;
264
265   ctx->vertices[0][0][0] = x0;
266   ctx->vertices[0][0][1] = y0;
267   ctx->vertices[0][0][2] = z;
268   ctx->vertices[0][1][0] = s0; /*s*/
269   ctx->vertices[0][1][1] = t0; /*t*/
270
271   ctx->vertices[1][0][0] = x1;
272   ctx->vertices[1][0][1] = y0;
273   ctx->vertices[1][0][2] = z;
274   ctx->vertices[1][1][0] = s1; /*s*/
275   ctx->vertices[1][1][1] = t0; /*t*/
276
277   ctx->vertices[2][0][0] = x1;
278   ctx->vertices[2][0][1] = y1;
279   ctx->vertices[2][0][2] = z;
280   ctx->vertices[2][1][0] = s1;
281   ctx->vertices[2][1][1] = t1;
282
283   ctx->vertices[3][0][0] = x0;
284   ctx->vertices[3][0][1] = y1;
285   ctx->vertices[3][0][2] = z;
286   ctx->vertices[3][1][0] = s0;
287   ctx->vertices[3][1][1] = t1;
288
289   offset = get_next_slot( ctx );
290
291   if (ctx->vbuf) {
292      pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
293                                  offset, sizeof(ctx->vertices), ctx->vertices);
294   }
295
296   return offset;
297}
298
299
300/**
301 * \return TRUE if two regions overlap, FALSE otherwise
302 */
303static boolean
304regions_overlap(int srcX0, int srcY0,
305                int srcX1, int srcY1,
306                int dstX0, int dstY0,
307                int dstX1, int dstY1)
308{
309   if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
310      return FALSE; /* src completely left of dst */
311
312   if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
313      return FALSE; /* dst completely left of src */
314
315   if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
316      return FALSE; /* src completely above dst */
317
318   if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
319      return FALSE; /* dst completely above src */
320
321   return TRUE; /* some overlap */
322}
323
324
325/**
326 * Can we blit from src format to dest format with a simple copy?
327 */
328static boolean
329formats_compatible(enum pipe_format src_format,
330                   enum pipe_format dst_format)
331{
332   if (src_format == dst_format) {
333      return TRUE;
334   }
335   else {
336      const struct util_format_description *src_desc =
337         util_format_description(src_format);
338      const struct util_format_description *dst_desc =
339         util_format_description(dst_format);
340      return util_is_format_compatible(src_desc, dst_desc);
341   }
342}
343
344
345/**
346 * Copy pixel block from src surface to dst surface.
347 * Overlapping regions are acceptable.
348 * Flipping and stretching are supported.
349 * \param filter  one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
350 * \param writemask  controls which channels in the dest surface are sourced
351 *                   from the src surface.  Disabled channels are sourced
352 *                   from (0,0,0,1).
353 * XXX need some control over blitting stencil.
354 */
355void
356util_blit_pixels_writemask(struct blit_state *ctx,
357                           struct pipe_resource *src_tex,
358                           unsigned src_level,
359                           int srcX0, int srcY0,
360                           int srcX1, int srcY1,
361                           int srcZ0,
362                           struct pipe_surface *dst,
363                           int dstX0, int dstY0,
364                           int dstX1, int dstY1,
365                           float z, uint filter,
366                           uint writemask)
367{
368   struct pipe_context *pipe = ctx->pipe;
369   struct pipe_screen *screen = pipe->screen;
370   enum pipe_format src_format, dst_format;
371   struct pipe_sampler_view *sampler_view = NULL;
372   struct pipe_sampler_view sv_templ;
373   struct pipe_surface *dst_surface;
374   struct pipe_framebuffer_state fb;
375   const int srcW = abs(srcX1 - srcX0);
376   const int srcH = abs(srcY1 - srcY0);
377   unsigned offset;
378   boolean overlap, dst_is_depth;
379   float s0, t0, s1, t1;
380   boolean normalized;
381
382   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
383          filter == PIPE_TEX_MIPFILTER_LINEAR);
384
385   assert(src_level <= src_tex->last_level);
386
387   /* do the regions overlap? */
388   overlap = src_tex == dst->texture &&
389             dst->u.tex.level == src_level &&
390             dst->u.tex.first_layer == srcZ0 &&
391      regions_overlap(srcX0, srcY0, srcX1, srcY1,
392                      dstX0, dstY0, dstX1, dstY1);
393
394   src_format = util_format_linear(src_tex->format);
395   dst_format = util_format_linear(dst->format);
396
397   /*
398    * Check for simple case:  no format conversion, no flipping, no stretching,
399    * no overlapping.
400    * Filter mode should not matter since there's no stretching.
401    */
402   if (formats_compatible(src_format, dst_format) &&
403       srcX0 < srcX1 &&
404       dstX0 < dstX1 &&
405       srcY0 < srcY1 &&
406       dstY0 < dstY1 &&
407       (dstX1 - dstX0) == (srcX1 - srcX0) &&
408       (dstY1 - dstY0) == (srcY1 - srcY0) &&
409       !overlap) {
410      struct pipe_box src_box;
411      src_box.x = srcX0;
412      src_box.y = srcY0;
413      src_box.z = srcZ0;
414      src_box.width = srcW;
415      src_box.height = srcH;
416      src_box.depth = 1;
417      pipe->resource_copy_region(pipe,
418                                 dst->texture, dst->u.tex.level,
419                                 dstX0, dstY0, dst->u.tex.first_layer,/* dest */
420                                 src_tex, src_level,
421                                 &src_box);
422      return;
423   }
424
425   if (dst_format == dst->format) {
426      dst_surface = dst;
427   } else {
428      struct pipe_surface templ = *dst;
429      templ.format = dst_format;
430      dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
431   }
432
433   /* Create a temporary texture when src and dest alias or when src
434    * is anything other than a 2d texture.
435    * XXX should just use appropriate shader to access 1d / 3d slice / cube face,
436    * much like the u_blitter code does (should be pretty trivial).
437    *
438    * This can still be improved upon.
439    */
440   if ((src_tex == dst_surface->texture &&
441       dst_surface->u.tex.level == src_level &&
442       dst_surface->u.tex.first_layer == srcZ0) ||
443       (src_tex->target != PIPE_TEXTURE_2D &&
444       src_tex->target != PIPE_TEXTURE_2D &&
445       src_tex->target != PIPE_TEXTURE_RECT))
446   {
447      /* Make a temporary texture which contains a copy of the source pixels.
448       * Then we'll sample from the temporary texture.
449       */
450      struct pipe_resource texTemp;
451      struct pipe_resource *tex;
452      struct pipe_sampler_view sv_templ;
453      struct pipe_box src_box;
454      const int srcLeft = MIN2(srcX0, srcX1);
455      const int srcTop = MIN2(srcY0, srcY1);
456
457      if (srcLeft != srcX0) {
458         /* left-right flip */
459         int tmp = dstX0;
460         dstX0 = dstX1;
461         dstX1 = tmp;
462      }
463
464      if (srcTop != srcY0) {
465         /* up-down flip */
466         int tmp = dstY0;
467         dstY0 = dstY1;
468         dstY1 = tmp;
469      }
470
471      /* create temp texture */
472      memset(&texTemp, 0, sizeof(texTemp));
473      texTemp.target = ctx->internal_target;
474      texTemp.format = src_format;
475      texTemp.last_level = 0;
476      texTemp.width0 = srcW;
477      texTemp.height0 = srcH;
478      texTemp.depth0 = 1;
479      texTemp.array_size = 1;
480      texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
481
482      tex = screen->resource_create(screen, &texTemp);
483      if (!tex)
484         return;
485
486      src_box.x = srcLeft;
487      src_box.y = srcTop;
488      src_box.z = srcZ0;
489      src_box.width = srcW;
490      src_box.height = srcH;
491      src_box.depth = 1;
492      /* load temp texture */
493      pipe->resource_copy_region(pipe,
494                                 tex, 0, 0, 0, 0,  /* dest */
495                                 src_tex, src_level, &src_box);
496
497      normalized = tex->target != PIPE_TEXTURE_RECT;
498      if(normalized) {
499         s0 = 0.0f;
500         s1 = 1.0f;
501         t0 = 0.0f;
502         t1 = 1.0f;
503      }
504      else {
505         s0 = 0;
506         s1 = srcW;
507         t0 = 0;
508         t1 = srcH;
509      }
510
511      u_sampler_view_default_template(&sv_templ, tex, tex->format);
512      sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
513
514      if (!sampler_view) {
515         pipe_resource_reference(&tex, NULL);
516         return;
517      }
518      pipe_resource_reference(&tex, NULL);
519   }
520   else {
521      /* Directly sample from the source resource/texture */
522      u_sampler_view_default_template(&sv_templ, src_tex, src_format);
523      sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
524
525      if (!sampler_view) {
526         return;
527      }
528
529      s0 = srcX0;
530      s1 = srcX1;
531      t0 = srcY0;
532      t1 = srcY1;
533      normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
534      if(normalized)
535      {
536         s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
537         s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
538         t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
539         t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
540      }
541   }
542
543   dst_is_depth = util_format_is_depth_or_stencil(dst_format);
544
545   assert(screen->is_format_supported(screen, sampler_view->format, ctx->internal_target,
546                                      sampler_view->texture->nr_samples,
547                                      PIPE_BIND_SAMPLER_VIEW));
548   assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
549                                      dst_surface->texture->nr_samples,
550                                      dst_is_depth ? PIPE_BIND_DEPTH_STENCIL :
551                                                     PIPE_BIND_RENDER_TARGET));
552   /* save state (restored below) */
553   cso_save_blend(ctx->cso);
554   cso_save_depth_stencil_alpha(ctx->cso);
555   cso_save_rasterizer(ctx->cso);
556   cso_save_samplers(ctx->cso);
557   cso_save_fragment_sampler_views(ctx->cso);
558   cso_save_stream_outputs(ctx->cso);
559   cso_save_viewport(ctx->cso);
560   cso_save_framebuffer(ctx->cso);
561   cso_save_fragment_shader(ctx->cso);
562   cso_save_vertex_shader(ctx->cso);
563   cso_save_geometry_shader(ctx->cso);
564   cso_save_vertex_elements(ctx->cso);
565   cso_save_vertex_buffers(ctx->cso);
566
567   /* set misc state we care about */
568   cso_set_blend(ctx->cso, &ctx->blend);
569   cso_set_depth_stencil_alpha(ctx->cso,
570                               dst_is_depth ? &ctx->depthstencil_write :
571                                              &ctx->depthstencil_keep);
572   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
573   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
574   cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
575
576   /* sampler */
577   ctx->sampler.normalized_coords = normalized;
578   ctx->sampler.min_img_filter = filter;
579   ctx->sampler.mag_img_filter = filter;
580   ctx->sampler.min_lod = src_level;
581   ctx->sampler.max_lod = src_level;
582   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
583   cso_single_sampler_done(ctx->cso);
584
585   /* viewport */
586   ctx->viewport.scale[0] = 0.5f * dst_surface->width;
587   ctx->viewport.scale[1] = 0.5f * dst_surface->height;
588   ctx->viewport.scale[2] = 0.5f;
589   ctx->viewport.scale[3] = 1.0f;
590   ctx->viewport.translate[0] = 0.5f * dst_surface->width;
591   ctx->viewport.translate[1] = 0.5f * dst_surface->height;
592   ctx->viewport.translate[2] = 0.5f;
593   ctx->viewport.translate[3] = 0.0f;
594   cso_set_viewport(ctx->cso, &ctx->viewport);
595
596   /* texture */
597   cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
598
599   /* shaders */
600   if (dst_is_depth) {
601      set_depth_fragment_shader(ctx);
602   } else {
603      set_fragment_shader(ctx, writemask);
604   }
605   set_vertex_shader(ctx);
606   cso_set_geometry_shader_handle(ctx->cso, NULL);
607
608   /* drawing dest */
609   memset(&fb, 0, sizeof(fb));
610   fb.width = dst_surface->width;
611   fb.height = dst_surface->height;
612   if (dst_is_depth) {
613      fb.zsbuf = dst_surface;
614   } else {
615      fb.nr_cbufs = 1;
616      fb.cbufs[0] = dst_surface;
617   }
618   cso_set_framebuffer(ctx->cso, &fb);
619
620   /* draw quad */
621   offset = setup_vertex_data_tex(ctx,
622                                  (float) dstX0 / dst_surface->width * 2.0f - 1.0f,
623                                  (float) dstY0 / dst_surface->height * 2.0f - 1.0f,
624                                  (float) dstX1 / dst_surface->width * 2.0f - 1.0f,
625                                  (float) dstY1 / dst_surface->height * 2.0f - 1.0f,
626                                  s0, t0,
627                                  s1, t1,
628                                  z);
629
630   if (ctx->vbuf) {
631      util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset,
632                              PIPE_PRIM_TRIANGLE_FAN,
633                              4,  /* verts */
634                              2); /* attribs/vert */
635   }
636
637   /* restore state we changed */
638   cso_restore_blend(ctx->cso);
639   cso_restore_depth_stencil_alpha(ctx->cso);
640   cso_restore_rasterizer(ctx->cso);
641   cso_restore_samplers(ctx->cso);
642   cso_restore_fragment_sampler_views(ctx->cso);
643   cso_restore_viewport(ctx->cso);
644   cso_restore_framebuffer(ctx->cso);
645   cso_restore_fragment_shader(ctx->cso);
646   cso_restore_vertex_shader(ctx->cso);
647   cso_restore_geometry_shader(ctx->cso);
648   cso_restore_vertex_elements(ctx->cso);
649   cso_restore_vertex_buffers(ctx->cso);
650   cso_restore_stream_outputs(ctx->cso);
651
652   pipe_sampler_view_reference(&sampler_view, NULL);
653   if (dst_surface != dst)
654      pipe_surface_reference(&dst_surface, NULL);
655}
656
657
658void
659util_blit_pixels(struct blit_state *ctx,
660                 struct pipe_resource *src_tex,
661                 unsigned src_level,
662                 int srcX0, int srcY0,
663                 int srcX1, int srcY1,
664                 int srcZ,
665                 struct pipe_surface *dst,
666                 int dstX0, int dstY0,
667                 int dstX1, int dstY1,
668                 float z, uint filter )
669{
670   util_blit_pixels_writemask( ctx, src_tex,
671                               src_level,
672                               srcX0, srcY0,
673                               srcX1, srcY1,
674                               srcZ,
675                               dst,
676                               dstX0, dstY0,
677                               dstX1, dstY1,
678                               z, filter,
679                               TGSI_WRITEMASK_XYZW );
680}
681
682
683/**
684 * Copy pixel block from src texture to dst surface.
685 * The sampler view's first_level field indicates the source
686 * mipmap level to use.
687 * XXX need some control over blitting Z and/or stencil.
688 */
689void
690util_blit_pixels_tex(struct blit_state *ctx,
691                     struct pipe_sampler_view *src_sampler_view,
692                     int srcX0, int srcY0,
693                     int srcX1, int srcY1,
694                     struct pipe_surface *dst,
695                     int dstX0, int dstY0,
696                     int dstX1, int dstY1,
697                     float z, uint filter)
698{
699   boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
700   struct pipe_framebuffer_state fb;
701   float s0, t0, s1, t1;
702   unsigned offset;
703   struct pipe_resource *tex = src_sampler_view->texture;
704
705   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
706          filter == PIPE_TEX_MIPFILTER_LINEAR);
707
708   assert(tex);
709   assert(tex->width0 != 0);
710   assert(tex->height0 != 0);
711
712   s0 = srcX0;
713   s1 = srcX1;
714   t0 = srcY0;
715   t1 = srcY1;
716
717   if(normalized)
718   {
719      /* normalize according to the mipmap level's size */
720      int level = src_sampler_view->u.tex.first_level;
721      float w = (float) u_minify(tex->width0, level);
722      float h = (float) u_minify(tex->height0, level);
723      s0 /= w;
724      s1 /= w;
725      t0 /= h;
726      t1 /= h;
727   }
728
729   assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
730                                                 PIPE_TEXTURE_2D,
731                                                 dst->texture->nr_samples,
732                                                 PIPE_BIND_RENDER_TARGET));
733
734   /* save state (restored below) */
735   cso_save_blend(ctx->cso);
736   cso_save_depth_stencil_alpha(ctx->cso);
737   cso_save_rasterizer(ctx->cso);
738   cso_save_samplers(ctx->cso);
739   cso_save_fragment_sampler_views(ctx->cso);
740   cso_save_stream_outputs(ctx->cso);
741   cso_save_viewport(ctx->cso);
742   cso_save_framebuffer(ctx->cso);
743   cso_save_fragment_shader(ctx->cso);
744   cso_save_vertex_shader(ctx->cso);
745   cso_save_geometry_shader(ctx->cso);
746   cso_save_vertex_elements(ctx->cso);
747   cso_save_vertex_buffers(ctx->cso);
748
749   /* set misc state we care about */
750   cso_set_blend(ctx->cso, &ctx->blend);
751   cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil_keep);
752   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
753   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
754   cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
755
756   /* sampler */
757   ctx->sampler.normalized_coords = normalized;
758   ctx->sampler.min_img_filter = filter;
759   ctx->sampler.mag_img_filter = filter;
760   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
761   cso_single_sampler_done(ctx->cso);
762
763   /* viewport */
764   ctx->viewport.scale[0] = 0.5f * dst->width;
765   ctx->viewport.scale[1] = 0.5f * dst->height;
766   ctx->viewport.scale[2] = 0.5f;
767   ctx->viewport.scale[3] = 1.0f;
768   ctx->viewport.translate[0] = 0.5f * dst->width;
769   ctx->viewport.translate[1] = 0.5f * dst->height;
770   ctx->viewport.translate[2] = 0.5f;
771   ctx->viewport.translate[3] = 0.0f;
772   cso_set_viewport(ctx->cso, &ctx->viewport);
773
774   /* texture */
775   cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
776
777   /* shaders */
778   set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW);
779   set_vertex_shader(ctx);
780   cso_set_geometry_shader_handle(ctx->cso, NULL);
781
782   /* drawing dest */
783   memset(&fb, 0, sizeof(fb));
784   fb.width = dst->width;
785   fb.height = dst->height;
786   fb.nr_cbufs = 1;
787   fb.cbufs[0] = dst;
788   cso_set_framebuffer(ctx->cso, &fb);
789
790   /* draw quad */
791   offset = setup_vertex_data_tex(ctx,
792                                  (float) dstX0 / dst->width * 2.0f - 1.0f,
793                                  (float) dstY0 / dst->height * 2.0f - 1.0f,
794                                  (float) dstX1 / dst->width * 2.0f - 1.0f,
795                                  (float) dstY1 / dst->height * 2.0f - 1.0f,
796                                  s0, t0, s1, t1,
797                                  z);
798
799   util_draw_vertex_buffer(ctx->pipe, ctx->cso,
800                           ctx->vbuf, offset,
801                           PIPE_PRIM_TRIANGLE_FAN,
802                           4,  /* verts */
803                           2); /* attribs/vert */
804
805   /* restore state we changed */
806   cso_restore_blend(ctx->cso);
807   cso_restore_depth_stencil_alpha(ctx->cso);
808   cso_restore_rasterizer(ctx->cso);
809   cso_restore_samplers(ctx->cso);
810   cso_restore_fragment_sampler_views(ctx->cso);
811   cso_restore_viewport(ctx->cso);
812   cso_restore_framebuffer(ctx->cso);
813   cso_restore_fragment_shader(ctx->cso);
814   cso_restore_vertex_shader(ctx->cso);
815   cso_restore_geometry_shader(ctx->cso);
816   cso_restore_vertex_elements(ctx->cso);
817   cso_restore_vertex_buffers(ctx->cso);
818   cso_restore_stream_outputs(ctx->cso);
819}
820