edb28b33f3
git-svn-id: svn://kolibrios.org@3770 a494cfbc-eb01-0410-851d-a64ba20cac60
955 lines
31 KiB
C
955 lines
31 KiB
C
/**************************************************************************
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*
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* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/**
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* @file
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* Copy/blit pixel rect between surfaces
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*
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* @author Brian Paul
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*/
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#include "pipe/p_context.h"
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#include "util/u_debug.h"
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#include "pipe/p_defines.h"
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#include "util/u_inlines.h"
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#include "pipe/p_shader_tokens.h"
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#include "pipe/p_state.h"
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#include "util/u_blit.h"
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#include "util/u_draw_quad.h"
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#include "util/u_format.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/u_sampler.h"
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#include "util/u_simple_shaders.h"
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#include "cso_cache/cso_context.h"
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struct blit_state
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{
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struct pipe_context *pipe;
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struct cso_context *cso;
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struct pipe_blend_state blend_write_color, blend_keep_color;
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struct pipe_depth_stencil_alpha_state dsa_keep_depthstencil;
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struct pipe_depth_stencil_alpha_state dsa_write_depthstencil;
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struct pipe_depth_stencil_alpha_state dsa_write_depth;
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struct pipe_depth_stencil_alpha_state dsa_write_stencil;
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struct pipe_rasterizer_state rasterizer;
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struct pipe_sampler_state sampler;
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struct pipe_viewport_state viewport;
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struct pipe_vertex_element velem[2];
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enum pipe_texture_target internal_target;
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void *vs;
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void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1];
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void *fs_depthstencil[PIPE_MAX_TEXTURE_TYPES];
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void *fs_depth[PIPE_MAX_TEXTURE_TYPES];
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void *fs_stencil[PIPE_MAX_TEXTURE_TYPES];
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struct pipe_resource *vbuf; /**< quad vertices */
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unsigned vbuf_slot;
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float vertices[4][2][4]; /**< vertex/texcoords for quad */
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boolean has_stencil_export;
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};
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/**
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* Create state object for blit.
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* Intended to be created once and re-used for many blit() calls.
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*/
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struct blit_state *
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util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
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{
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struct blit_state *ctx;
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uint i;
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ctx = CALLOC_STRUCT(blit_state);
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if (!ctx)
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return NULL;
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ctx->pipe = pipe;
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ctx->cso = cso;
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/* disabled blending/masking */
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ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA;
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/* depth stencil states */
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ctx->dsa_write_depth.depth.enabled = 1;
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ctx->dsa_write_depth.depth.writemask = 1;
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ctx->dsa_write_depth.depth.func = PIPE_FUNC_ALWAYS;
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ctx->dsa_write_stencil.stencil[0].enabled = 1;
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ctx->dsa_write_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
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ctx->dsa_write_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
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ctx->dsa_write_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
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ctx->dsa_write_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
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ctx->dsa_write_stencil.stencil[0].valuemask = 0xff;
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ctx->dsa_write_stencil.stencil[0].writemask = 0xff;
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ctx->dsa_write_depthstencil.depth = ctx->dsa_write_depth.depth;
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ctx->dsa_write_depthstencil.stencil[0] = ctx->dsa_write_stencil.stencil[0];
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/* rasterizer */
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ctx->rasterizer.cull_face = PIPE_FACE_NONE;
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ctx->rasterizer.half_pixel_center = 1;
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ctx->rasterizer.bottom_edge_rule = 1;
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ctx->rasterizer.depth_clip = 1;
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/* samplers */
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ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
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ctx->sampler.min_img_filter = 0; /* set later */
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ctx->sampler.mag_img_filter = 0; /* set later */
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/* vertex elements state */
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for (i = 0; i < 2; i++) {
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ctx->velem[i].src_offset = i * 4 * sizeof(float);
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ctx->velem[i].instance_divisor = 0;
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ctx->velem[i].vertex_buffer_index = cso_get_aux_vertex_buffer_slot(cso);
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ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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}
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ctx->vbuf = NULL;
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/* init vertex data that doesn't change */
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for (i = 0; i < 4; i++) {
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ctx->vertices[i][0][3] = 1.0f; /* w */
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ctx->vertices[i][1][2] = 0.0f; /* r */
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ctx->vertices[i][1][3] = 1.0f; /* q */
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}
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if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
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ctx->internal_target = PIPE_TEXTURE_2D;
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else
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ctx->internal_target = PIPE_TEXTURE_RECT;
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ctx->has_stencil_export =
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pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
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return ctx;
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}
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/**
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* Destroy a blit context
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*/
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void
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util_destroy_blit(struct blit_state *ctx)
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{
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struct pipe_context *pipe = ctx->pipe;
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unsigned i, j;
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if (ctx->vs)
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pipe->delete_vs_state(pipe, ctx->vs);
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for (i = 0; i < Elements(ctx->fs); i++) {
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for (j = 0; j < Elements(ctx->fs[i]); j++) {
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if (ctx->fs[i][j])
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pipe->delete_fs_state(pipe, ctx->fs[i][j]);
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}
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}
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for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) {
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if (ctx->fs_depthstencil[i]) {
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pipe->delete_fs_state(pipe, ctx->fs_depthstencil[i]);
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}
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if (ctx->fs_depth[i]) {
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pipe->delete_fs_state(pipe, ctx->fs_depth[i]);
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}
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if (ctx->fs_stencil[i]) {
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pipe->delete_fs_state(pipe, ctx->fs_stencil[i]);
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}
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}
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pipe_resource_reference(&ctx->vbuf, NULL);
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FREE(ctx);
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}
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/**
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* Helper function to set the fragment shaders.
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*/
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static INLINE void
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set_fragment_shader(struct blit_state *ctx, uint writemask,
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enum pipe_texture_target pipe_tex)
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{
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if (!ctx->fs[pipe_tex][writemask]) {
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unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
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ctx->fs[pipe_tex][writemask] =
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util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex,
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TGSI_INTERPOLATE_LINEAR,
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writemask);
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}
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cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask]);
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}
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/**
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* Helper function to set the shader which writes depth and stencil.
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*/
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static INLINE void
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set_depthstencil_fragment_shader(struct blit_state *ctx,
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enum pipe_texture_target pipe_tex)
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{
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if (!ctx->fs_depthstencil[pipe_tex]) {
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unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
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ctx->fs_depthstencil[pipe_tex] =
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util_make_fragment_tex_shader_writedepthstencil(ctx->pipe, tgsi_tex,
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TGSI_INTERPOLATE_LINEAR);
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}
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cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depthstencil[pipe_tex]);
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}
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/**
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* Helper function to set the shader which writes depth.
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*/
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static INLINE void
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set_depth_fragment_shader(struct blit_state *ctx,
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enum pipe_texture_target pipe_tex)
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{
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if (!ctx->fs_depth[pipe_tex]) {
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unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
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ctx->fs_depth[pipe_tex] =
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util_make_fragment_tex_shader_writedepth(ctx->pipe, tgsi_tex,
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TGSI_INTERPOLATE_LINEAR);
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}
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cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth[pipe_tex]);
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}
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/**
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* Helper function to set the shader which writes stencil.
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*/
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static INLINE void
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set_stencil_fragment_shader(struct blit_state *ctx,
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enum pipe_texture_target pipe_tex)
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{
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if (!ctx->fs_stencil[pipe_tex]) {
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unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
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ctx->fs_stencil[pipe_tex] =
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util_make_fragment_tex_shader_writestencil(ctx->pipe, tgsi_tex,
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TGSI_INTERPOLATE_LINEAR);
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}
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cso_set_fragment_shader_handle(ctx->cso, ctx->fs_stencil[pipe_tex]);
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}
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/**
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* Helper function to set the vertex shader.
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*/
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static INLINE void
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set_vertex_shader(struct blit_state *ctx)
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{
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/* vertex shader - still required to provide the linkage between
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* fragment shader input semantics and vertex_element/buffers.
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*/
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if (!ctx->vs) {
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_GENERIC };
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const uint semantic_indexes[] = { 0, 0 };
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ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
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semantic_names,
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semantic_indexes);
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}
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cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
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}
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/**
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* Get offset of next free slot in vertex buffer for quad vertices.
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*/
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static unsigned
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get_next_slot( struct blit_state *ctx )
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{
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const unsigned max_slots = 4096 / sizeof ctx->vertices;
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if (ctx->vbuf_slot >= max_slots) {
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pipe_resource_reference(&ctx->vbuf, NULL);
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ctx->vbuf_slot = 0;
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}
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if (!ctx->vbuf) {
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ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
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PIPE_BIND_VERTEX_BUFFER,
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PIPE_USAGE_STREAM,
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max_slots * sizeof ctx->vertices);
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}
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return ctx->vbuf_slot++ * sizeof ctx->vertices;
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}
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/**
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* Setup vertex data for the textured quad we'll draw.
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* Note: y=0=top
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*/
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static unsigned
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setup_vertex_data_tex(struct blit_state *ctx,
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float x0, float y0, float x1, float y1,
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float s0, float t0, float s1, float t1,
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float z)
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{
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unsigned offset;
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ctx->vertices[0][0][0] = x0;
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ctx->vertices[0][0][1] = y0;
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ctx->vertices[0][0][2] = z;
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ctx->vertices[0][1][0] = s0; /*s*/
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ctx->vertices[0][1][1] = t0; /*t*/
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ctx->vertices[1][0][0] = x1;
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ctx->vertices[1][0][1] = y0;
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ctx->vertices[1][0][2] = z;
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ctx->vertices[1][1][0] = s1; /*s*/
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ctx->vertices[1][1][1] = t0; /*t*/
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ctx->vertices[2][0][0] = x1;
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ctx->vertices[2][0][1] = y1;
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ctx->vertices[2][0][2] = z;
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ctx->vertices[2][1][0] = s1;
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ctx->vertices[2][1][1] = t1;
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ctx->vertices[3][0][0] = x0;
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ctx->vertices[3][0][1] = y1;
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ctx->vertices[3][0][2] = z;
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ctx->vertices[3][1][0] = s0;
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ctx->vertices[3][1][1] = t1;
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offset = get_next_slot( ctx );
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if (ctx->vbuf) {
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pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
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offset, sizeof(ctx->vertices), ctx->vertices);
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}
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return offset;
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}
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/**
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* \return TRUE if two regions overlap, FALSE otherwise
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*/
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static boolean
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regions_overlap(int srcX0, int srcY0,
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int srcX1, int srcY1,
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int dstX0, int dstY0,
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int dstX1, int dstY1)
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{
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if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
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return FALSE; /* src completely left of dst */
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if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
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return FALSE; /* dst completely left of src */
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if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
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return FALSE; /* src completely above dst */
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if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
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return FALSE; /* dst completely above src */
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return TRUE; /* some overlap */
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}
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/**
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* Can we blit from src format to dest format with a simple copy?
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*/
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static boolean
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formats_compatible(enum pipe_format src_format,
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enum pipe_format dst_format)
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{
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if (src_format == dst_format) {
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return TRUE;
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}
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else {
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const struct util_format_description *src_desc =
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util_format_description(src_format);
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const struct util_format_description *dst_desc =
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util_format_description(dst_format);
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return util_is_format_compatible(src_desc, dst_desc);
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}
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}
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/**
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* Copy pixel block from src surface to dst surface.
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* Overlapping regions are acceptable.
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* Flipping and stretching are supported.
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* \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
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* \param writemask controls which channels in the dest surface are sourced
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* from the src surface. Disabled channels are sourced
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* from (0,0,0,1).
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*/
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void
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util_blit_pixels(struct blit_state *ctx,
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struct pipe_resource *src_tex,
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unsigned src_level,
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int srcX0, int srcY0,
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int srcX1, int srcY1,
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int srcZ0,
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struct pipe_surface *dst,
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int dstX0, int dstY0,
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int dstX1, int dstY1,
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float z, uint filter,
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uint writemask, uint zs_writemask)
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{
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struct pipe_context *pipe = ctx->pipe;
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struct pipe_screen *screen = pipe->screen;
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enum pipe_format src_format, dst_format;
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struct pipe_sampler_view *sampler_view = NULL;
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struct pipe_sampler_view sv_templ;
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struct pipe_surface *dst_surface;
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struct pipe_framebuffer_state fb;
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const int srcW = abs(srcX1 - srcX0);
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const int srcH = abs(srcY1 - srcY0);
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unsigned offset;
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boolean overlap;
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float s0, t0, s1, t1;
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boolean normalized;
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boolean is_stencil, is_depth, blit_depth, blit_stencil;
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const struct util_format_description *src_desc =
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util_format_description(src_tex->format);
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assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
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filter == PIPE_TEX_MIPFILTER_LINEAR);
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assert(src_level <= src_tex->last_level);
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/* do the regions overlap? */
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overlap = src_tex == dst->texture &&
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dst->u.tex.level == src_level &&
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dst->u.tex.first_layer == srcZ0 &&
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regions_overlap(srcX0, srcY0, srcX1, srcY1,
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dstX0, dstY0, dstX1, dstY1);
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src_format = util_format_linear(src_tex->format);
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dst_format = util_format_linear(dst->texture->format);
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/* See whether we will blit depth or stencil. */
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is_depth = util_format_has_depth(src_desc);
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is_stencil = util_format_has_stencil(src_desc);
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blit_depth = is_depth && (zs_writemask & BLIT_WRITEMASK_Z);
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blit_stencil = is_stencil && (zs_writemask & BLIT_WRITEMASK_STENCIL);
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assert((writemask && !zs_writemask && !is_depth && !is_stencil) ||
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(!writemask && (blit_depth || blit_stencil)));
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/*
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* Check for simple case: no format conversion, no flipping, no stretching,
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* no overlapping, same number of samples.
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* Filter mode should not matter since there's no stretching.
|
|
*/
|
|
if (formats_compatible(src_format, dst_format) &&
|
|
src_tex->nr_samples == dst->texture->nr_samples &&
|
|
is_stencil == blit_stencil &&
|
|
is_depth == blit_depth &&
|
|
srcX0 < srcX1 &&
|
|
dstX0 < dstX1 &&
|
|
srcY0 < srcY1 &&
|
|
dstY0 < dstY1 &&
|
|
(dstX1 - dstX0) == (srcX1 - srcX0) &&
|
|
(dstY1 - dstY0) == (srcY1 - srcY0) &&
|
|
!overlap) {
|
|
struct pipe_box src_box;
|
|
src_box.x = srcX0;
|
|
src_box.y = srcY0;
|
|
src_box.z = srcZ0;
|
|
src_box.width = srcW;
|
|
src_box.height = srcH;
|
|
src_box.depth = 1;
|
|
pipe->resource_copy_region(pipe,
|
|
dst->texture, dst->u.tex.level,
|
|
dstX0, dstY0, dst->u.tex.first_layer,/* dest */
|
|
src_tex, src_level,
|
|
&src_box);
|
|
return;
|
|
}
|
|
|
|
/* XXX Reading multisample textures is unimplemented. */
|
|
assert(src_tex->nr_samples <= 1);
|
|
if (src_tex->nr_samples > 1) {
|
|
return;
|
|
}
|
|
|
|
/* It's a mistake to call this function with a stencil format and
|
|
* without shader stencil export. We don't do software fallbacks here.
|
|
* Ignore stencil and only copy depth.
|
|
*/
|
|
if (blit_stencil && !ctx->has_stencil_export) {
|
|
blit_stencil = FALSE;
|
|
|
|
if (!blit_depth)
|
|
return;
|
|
}
|
|
|
|
if (dst_format == dst->format) {
|
|
dst_surface = dst;
|
|
} else {
|
|
struct pipe_surface templ = *dst;
|
|
templ.format = dst_format;
|
|
dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
|
|
}
|
|
|
|
/* Create a temporary texture when src and dest alias.
|
|
*/
|
|
if (src_tex == dst_surface->texture &&
|
|
dst_surface->u.tex.level == src_level &&
|
|
dst_surface->u.tex.first_layer == srcZ0) {
|
|
/* Make a temporary texture which contains a copy of the source pixels.
|
|
* Then we'll sample from the temporary texture.
|
|
*/
|
|
struct pipe_resource texTemp;
|
|
struct pipe_resource *tex;
|
|
struct pipe_sampler_view sv_templ;
|
|
struct pipe_box src_box;
|
|
const int srcLeft = MIN2(srcX0, srcX1);
|
|
const int srcTop = MIN2(srcY0, srcY1);
|
|
|
|
if (srcLeft != srcX0) {
|
|
/* left-right flip */
|
|
int tmp = dstX0;
|
|
dstX0 = dstX1;
|
|
dstX1 = tmp;
|
|
}
|
|
|
|
if (srcTop != srcY0) {
|
|
/* up-down flip */
|
|
int tmp = dstY0;
|
|
dstY0 = dstY1;
|
|
dstY1 = tmp;
|
|
}
|
|
|
|
/* create temp texture */
|
|
memset(&texTemp, 0, sizeof(texTemp));
|
|
texTemp.target = ctx->internal_target;
|
|
texTemp.format = src_format;
|
|
texTemp.last_level = 0;
|
|
texTemp.width0 = srcW;
|
|
texTemp.height0 = srcH;
|
|
texTemp.depth0 = 1;
|
|
texTemp.array_size = 1;
|
|
texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
|
|
|
|
tex = screen->resource_create(screen, &texTemp);
|
|
if (!tex)
|
|
return;
|
|
|
|
src_box.x = srcLeft;
|
|
src_box.y = srcTop;
|
|
src_box.z = srcZ0;
|
|
src_box.width = srcW;
|
|
src_box.height = srcH;
|
|
src_box.depth = 1;
|
|
/* load temp texture */
|
|
pipe->resource_copy_region(pipe,
|
|
tex, 0, 0, 0, 0, /* dest */
|
|
src_tex, src_level, &src_box);
|
|
|
|
normalized = tex->target != PIPE_TEXTURE_RECT;
|
|
if(normalized) {
|
|
s0 = 0.0f;
|
|
s1 = 1.0f;
|
|
t0 = 0.0f;
|
|
t1 = 1.0f;
|
|
}
|
|
else {
|
|
s0 = 0;
|
|
s1 = srcW;
|
|
t0 = 0;
|
|
t1 = srcH;
|
|
}
|
|
|
|
u_sampler_view_default_template(&sv_templ, tex, tex->format);
|
|
if (!blit_depth && blit_stencil) {
|
|
/* set a stencil-only format, e.g. Z24S8 --> X24S8 */
|
|
sv_templ.format = util_format_stencil_only(tex->format);
|
|
assert(sv_templ.format != PIPE_FORMAT_NONE);
|
|
}
|
|
sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
|
|
|
|
if (!sampler_view) {
|
|
pipe_resource_reference(&tex, NULL);
|
|
return;
|
|
}
|
|
pipe_resource_reference(&tex, NULL);
|
|
}
|
|
else {
|
|
/* Directly sample from the source resource/texture */
|
|
u_sampler_view_default_template(&sv_templ, src_tex, src_format);
|
|
if (!blit_depth && blit_stencil) {
|
|
/* set a stencil-only format, e.g. Z24S8 --> X24S8 */
|
|
sv_templ.format = util_format_stencil_only(src_format);
|
|
assert(sv_templ.format != PIPE_FORMAT_NONE);
|
|
}
|
|
sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
|
|
|
|
if (!sampler_view) {
|
|
return;
|
|
}
|
|
|
|
s0 = srcX0;
|
|
s1 = srcX1;
|
|
t0 = srcY0;
|
|
t1 = srcY1;
|
|
normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
|
|
if(normalized)
|
|
{
|
|
s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
|
|
s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
|
|
t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
|
|
t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
|
|
}
|
|
}
|
|
|
|
assert(screen->is_format_supported(screen, sampler_view->format,
|
|
ctx->internal_target, sampler_view->texture->nr_samples,
|
|
PIPE_BIND_SAMPLER_VIEW));
|
|
assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
|
|
dst_surface->texture->nr_samples,
|
|
is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL :
|
|
PIPE_BIND_RENDER_TARGET));
|
|
|
|
/* save state (restored below) */
|
|
cso_save_blend(ctx->cso);
|
|
cso_save_depth_stencil_alpha(ctx->cso);
|
|
cso_save_rasterizer(ctx->cso);
|
|
cso_save_sample_mask(ctx->cso);
|
|
cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
|
|
cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
|
|
cso_save_stream_outputs(ctx->cso);
|
|
cso_save_viewport(ctx->cso);
|
|
cso_save_framebuffer(ctx->cso);
|
|
cso_save_fragment_shader(ctx->cso);
|
|
cso_save_vertex_shader(ctx->cso);
|
|
cso_save_geometry_shader(ctx->cso);
|
|
cso_save_vertex_elements(ctx->cso);
|
|
cso_save_aux_vertex_buffer_slot(ctx->cso);
|
|
cso_save_render_condition(ctx->cso);
|
|
|
|
/* set misc state we care about */
|
|
if (writemask)
|
|
cso_set_blend(ctx->cso, &ctx->blend_write_color);
|
|
else
|
|
cso_set_blend(ctx->cso, &ctx->blend_keep_color);
|
|
|
|
cso_set_sample_mask(ctx->cso, ~0);
|
|
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
|
|
cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
|
|
cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
|
|
cso_set_render_condition(ctx->cso, NULL, FALSE, 0);
|
|
|
|
/* default sampler state */
|
|
ctx->sampler.normalized_coords = normalized;
|
|
ctx->sampler.min_img_filter = filter;
|
|
ctx->sampler.mag_img_filter = filter;
|
|
ctx->sampler.min_lod = src_level;
|
|
ctx->sampler.max_lod = src_level;
|
|
|
|
/* Depth stencil state, fragment shader and sampler setup depending on what
|
|
* we blit.
|
|
*/
|
|
if (blit_depth && blit_stencil) {
|
|
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
|
|
/* don't filter stencil */
|
|
ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
|
|
ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
|
|
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &ctx->sampler);
|
|
|
|
cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil);
|
|
set_depthstencil_fragment_shader(ctx, sampler_view->texture->target);
|
|
}
|
|
else if (blit_depth) {
|
|
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
|
|
cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth);
|
|
set_depth_fragment_shader(ctx, sampler_view->texture->target);
|
|
}
|
|
else if (blit_stencil) {
|
|
/* don't filter stencil */
|
|
ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
|
|
ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
|
|
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
|
|
|
|
cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil);
|
|
set_stencil_fragment_shader(ctx, sampler_view->texture->target);
|
|
}
|
|
else { /* color */
|
|
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
|
|
cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
|
|
set_fragment_shader(ctx, writemask, sampler_view->texture->target);
|
|
}
|
|
cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
|
|
|
|
/* textures */
|
|
if (blit_depth && blit_stencil) {
|
|
/* Setup two samplers, one for depth and the other one for stencil. */
|
|
struct pipe_sampler_view templ;
|
|
struct pipe_sampler_view *views[2];
|
|
|
|
templ = *sampler_view;
|
|
templ.format = util_format_stencil_only(templ.format);
|
|
assert(templ.format != PIPE_FORMAT_NONE);
|
|
|
|
views[0] = sampler_view;
|
|
views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ);
|
|
cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 2, views);
|
|
|
|
pipe_sampler_view_reference(&views[1], NULL);
|
|
}
|
|
else {
|
|
cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &sampler_view);
|
|
}
|
|
|
|
/* viewport */
|
|
ctx->viewport.scale[0] = 0.5f * dst_surface->width;
|
|
ctx->viewport.scale[1] = 0.5f * dst_surface->height;
|
|
ctx->viewport.scale[2] = 0.5f;
|
|
ctx->viewport.scale[3] = 1.0f;
|
|
ctx->viewport.translate[0] = 0.5f * dst_surface->width;
|
|
ctx->viewport.translate[1] = 0.5f * dst_surface->height;
|
|
ctx->viewport.translate[2] = 0.5f;
|
|
ctx->viewport.translate[3] = 0.0f;
|
|
cso_set_viewport(ctx->cso, &ctx->viewport);
|
|
|
|
set_vertex_shader(ctx);
|
|
cso_set_geometry_shader_handle(ctx->cso, NULL);
|
|
|
|
/* drawing dest */
|
|
memset(&fb, 0, sizeof(fb));
|
|
fb.width = dst_surface->width;
|
|
fb.height = dst_surface->height;
|
|
if (blit_depth || blit_stencil) {
|
|
fb.zsbuf = dst_surface;
|
|
} else {
|
|
fb.nr_cbufs = 1;
|
|
fb.cbufs[0] = dst_surface;
|
|
}
|
|
cso_set_framebuffer(ctx->cso, &fb);
|
|
|
|
/* draw quad */
|
|
offset = setup_vertex_data_tex(ctx,
|
|
(float) dstX0 / dst_surface->width * 2.0f - 1.0f,
|
|
(float) dstY0 / dst_surface->height * 2.0f - 1.0f,
|
|
(float) dstX1 / dst_surface->width * 2.0f - 1.0f,
|
|
(float) dstY1 / dst_surface->height * 2.0f - 1.0f,
|
|
s0, t0,
|
|
s1, t1,
|
|
z);
|
|
|
|
if (ctx->vbuf) {
|
|
util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf,
|
|
cso_get_aux_vertex_buffer_slot(ctx->cso),
|
|
offset,
|
|
PIPE_PRIM_TRIANGLE_FAN,
|
|
4, /* verts */
|
|
2); /* attribs/vert */
|
|
}
|
|
|
|
/* restore state we changed */
|
|
cso_restore_blend(ctx->cso);
|
|
cso_restore_depth_stencil_alpha(ctx->cso);
|
|
cso_restore_rasterizer(ctx->cso);
|
|
cso_restore_sample_mask(ctx->cso);
|
|
cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
|
|
cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
|
|
cso_restore_viewport(ctx->cso);
|
|
cso_restore_framebuffer(ctx->cso);
|
|
cso_restore_fragment_shader(ctx->cso);
|
|
cso_restore_vertex_shader(ctx->cso);
|
|
cso_restore_geometry_shader(ctx->cso);
|
|
cso_restore_vertex_elements(ctx->cso);
|
|
cso_restore_aux_vertex_buffer_slot(ctx->cso);
|
|
cso_restore_stream_outputs(ctx->cso);
|
|
cso_restore_render_condition(ctx->cso);
|
|
|
|
pipe_sampler_view_reference(&sampler_view, NULL);
|
|
if (dst_surface != dst)
|
|
pipe_surface_reference(&dst_surface, NULL);
|
|
}
|
|
|
|
|
|
/**
|
|
* Copy pixel block from src texture to dst surface.
|
|
* The sampler view's first_level field indicates the source
|
|
* mipmap level to use.
|
|
* XXX need some control over blitting Z and/or stencil.
|
|
*/
|
|
void
|
|
util_blit_pixels_tex(struct blit_state *ctx,
|
|
struct pipe_sampler_view *src_sampler_view,
|
|
int srcX0, int srcY0,
|
|
int srcX1, int srcY1,
|
|
struct pipe_surface *dst,
|
|
int dstX0, int dstY0,
|
|
int dstX1, int dstY1,
|
|
float z, uint filter)
|
|
{
|
|
boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
|
|
struct pipe_framebuffer_state fb;
|
|
float s0, t0, s1, t1;
|
|
unsigned offset;
|
|
struct pipe_resource *tex = src_sampler_view->texture;
|
|
|
|
assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
|
|
filter == PIPE_TEX_MIPFILTER_LINEAR);
|
|
|
|
assert(tex);
|
|
assert(tex->width0 != 0);
|
|
assert(tex->height0 != 0);
|
|
|
|
s0 = srcX0;
|
|
s1 = srcX1;
|
|
t0 = srcY0;
|
|
t1 = srcY1;
|
|
|
|
if(normalized)
|
|
{
|
|
/* normalize according to the mipmap level's size */
|
|
int level = src_sampler_view->u.tex.first_level;
|
|
float w = (float) u_minify(tex->width0, level);
|
|
float h = (float) u_minify(tex->height0, level);
|
|
s0 /= w;
|
|
s1 /= w;
|
|
t0 /= h;
|
|
t1 /= h;
|
|
}
|
|
|
|
assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
|
|
PIPE_TEXTURE_2D,
|
|
dst->texture->nr_samples,
|
|
PIPE_BIND_RENDER_TARGET));
|
|
|
|
/* save state (restored below) */
|
|
cso_save_blend(ctx->cso);
|
|
cso_save_depth_stencil_alpha(ctx->cso);
|
|
cso_save_rasterizer(ctx->cso);
|
|
cso_save_sample_mask(ctx->cso);
|
|
cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
|
|
cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
|
|
cso_save_stream_outputs(ctx->cso);
|
|
cso_save_viewport(ctx->cso);
|
|
cso_save_framebuffer(ctx->cso);
|
|
cso_save_fragment_shader(ctx->cso);
|
|
cso_save_vertex_shader(ctx->cso);
|
|
cso_save_geometry_shader(ctx->cso);
|
|
cso_save_vertex_elements(ctx->cso);
|
|
cso_save_aux_vertex_buffer_slot(ctx->cso);
|
|
|
|
/* set misc state we care about */
|
|
cso_set_blend(ctx->cso, &ctx->blend_write_color);
|
|
cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
|
|
cso_set_sample_mask(ctx->cso, ~0);
|
|
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
|
|
cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
|
|
cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
|
|
|
|
/* sampler */
|
|
ctx->sampler.normalized_coords = normalized;
|
|
ctx->sampler.min_img_filter = filter;
|
|
ctx->sampler.mag_img_filter = filter;
|
|
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
|
|
cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
|
|
|
|
/* viewport */
|
|
ctx->viewport.scale[0] = 0.5f * dst->width;
|
|
ctx->viewport.scale[1] = 0.5f * dst->height;
|
|
ctx->viewport.scale[2] = 0.5f;
|
|
ctx->viewport.scale[3] = 1.0f;
|
|
ctx->viewport.translate[0] = 0.5f * dst->width;
|
|
ctx->viewport.translate[1] = 0.5f * dst->height;
|
|
ctx->viewport.translate[2] = 0.5f;
|
|
ctx->viewport.translate[3] = 0.0f;
|
|
cso_set_viewport(ctx->cso, &ctx->viewport);
|
|
|
|
/* texture */
|
|
cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &src_sampler_view);
|
|
|
|
/* shaders */
|
|
set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW,
|
|
src_sampler_view->texture->target);
|
|
set_vertex_shader(ctx);
|
|
cso_set_geometry_shader_handle(ctx->cso, NULL);
|
|
|
|
/* drawing dest */
|
|
memset(&fb, 0, sizeof(fb));
|
|
fb.width = dst->width;
|
|
fb.height = dst->height;
|
|
fb.nr_cbufs = 1;
|
|
fb.cbufs[0] = dst;
|
|
cso_set_framebuffer(ctx->cso, &fb);
|
|
|
|
/* draw quad */
|
|
offset = setup_vertex_data_tex(ctx,
|
|
(float) dstX0 / dst->width * 2.0f - 1.0f,
|
|
(float) dstY0 / dst->height * 2.0f - 1.0f,
|
|
(float) dstX1 / dst->width * 2.0f - 1.0f,
|
|
(float) dstY1 / dst->height * 2.0f - 1.0f,
|
|
s0, t0, s1, t1,
|
|
z);
|
|
|
|
util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf,
|
|
cso_get_aux_vertex_buffer_slot(ctx->cso),
|
|
offset,
|
|
PIPE_PRIM_TRIANGLE_FAN,
|
|
4, /* verts */
|
|
2); /* attribs/vert */
|
|
|
|
/* restore state we changed */
|
|
cso_restore_blend(ctx->cso);
|
|
cso_restore_depth_stencil_alpha(ctx->cso);
|
|
cso_restore_rasterizer(ctx->cso);
|
|
cso_restore_sample_mask(ctx->cso);
|
|
cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
|
|
cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
|
|
cso_restore_viewport(ctx->cso);
|
|
cso_restore_framebuffer(ctx->cso);
|
|
cso_restore_fragment_shader(ctx->cso);
|
|
cso_restore_vertex_shader(ctx->cso);
|
|
cso_restore_geometry_shader(ctx->cso);
|
|
cso_restore_vertex_elements(ctx->cso);
|
|
cso_restore_aux_vertex_buffer_slot(ctx->cso);
|
|
cso_restore_stream_outputs(ctx->cso);
|
|
}
|