kolibrios-gitea/drivers/video/Gallium/auxiliary/util/u_blit.c
Sergey Semyonov (Serge) edb28b33f3 Gallium 3D: initial commit
git-svn-id: svn://kolibrios.org@3770 a494cfbc-eb01-0410-851d-a64ba20cac60
2013-07-06 10:06:47 +00:00

955 lines
31 KiB
C

/**************************************************************************
*
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/**
* @file
* Copy/blit pixel rect between surfaces
*
* @author Brian Paul
*/
#include "pipe/p_context.h"
#include "util/u_debug.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "pipe/p_shader_tokens.h"
#include "pipe/p_state.h"
#include "util/u_blit.h"
#include "util/u_draw_quad.h"
#include "util/u_format.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_sampler.h"
#include "util/u_simple_shaders.h"
#include "cso_cache/cso_context.h"
struct blit_state
{
struct pipe_context *pipe;
struct cso_context *cso;
struct pipe_blend_state blend_write_color, blend_keep_color;
struct pipe_depth_stencil_alpha_state dsa_keep_depthstencil;
struct pipe_depth_stencil_alpha_state dsa_write_depthstencil;
struct pipe_depth_stencil_alpha_state dsa_write_depth;
struct pipe_depth_stencil_alpha_state dsa_write_stencil;
struct pipe_rasterizer_state rasterizer;
struct pipe_sampler_state sampler;
struct pipe_viewport_state viewport;
struct pipe_vertex_element velem[2];
enum pipe_texture_target internal_target;
void *vs;
void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1];
void *fs_depthstencil[PIPE_MAX_TEXTURE_TYPES];
void *fs_depth[PIPE_MAX_TEXTURE_TYPES];
void *fs_stencil[PIPE_MAX_TEXTURE_TYPES];
struct pipe_resource *vbuf; /**< quad vertices */
unsigned vbuf_slot;
float vertices[4][2][4]; /**< vertex/texcoords for quad */
boolean has_stencil_export;
};
/**
* Create state object for blit.
* Intended to be created once and re-used for many blit() calls.
*/
struct blit_state *
util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
{
struct blit_state *ctx;
uint i;
ctx = CALLOC_STRUCT(blit_state);
if (!ctx)
return NULL;
ctx->pipe = pipe;
ctx->cso = cso;
/* disabled blending/masking */
ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA;
/* depth stencil states */
ctx->dsa_write_depth.depth.enabled = 1;
ctx->dsa_write_depth.depth.writemask = 1;
ctx->dsa_write_depth.depth.func = PIPE_FUNC_ALWAYS;
ctx->dsa_write_stencil.stencil[0].enabled = 1;
ctx->dsa_write_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
ctx->dsa_write_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
ctx->dsa_write_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
ctx->dsa_write_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
ctx->dsa_write_stencil.stencil[0].valuemask = 0xff;
ctx->dsa_write_stencil.stencil[0].writemask = 0xff;
ctx->dsa_write_depthstencil.depth = ctx->dsa_write_depth.depth;
ctx->dsa_write_depthstencil.stencil[0] = ctx->dsa_write_stencil.stencil[0];
/* rasterizer */
ctx->rasterizer.cull_face = PIPE_FACE_NONE;
ctx->rasterizer.half_pixel_center = 1;
ctx->rasterizer.bottom_edge_rule = 1;
ctx->rasterizer.depth_clip = 1;
/* samplers */
ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
ctx->sampler.min_img_filter = 0; /* set later */
ctx->sampler.mag_img_filter = 0; /* set later */
/* vertex elements state */
for (i = 0; i < 2; i++) {
ctx->velem[i].src_offset = i * 4 * sizeof(float);
ctx->velem[i].instance_divisor = 0;
ctx->velem[i].vertex_buffer_index = cso_get_aux_vertex_buffer_slot(cso);
ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
ctx->vbuf = NULL;
/* init vertex data that doesn't change */
for (i = 0; i < 4; i++) {
ctx->vertices[i][0][3] = 1.0f; /* w */
ctx->vertices[i][1][2] = 0.0f; /* r */
ctx->vertices[i][1][3] = 1.0f; /* q */
}
if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
ctx->internal_target = PIPE_TEXTURE_2D;
else
ctx->internal_target = PIPE_TEXTURE_RECT;
ctx->has_stencil_export =
pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
return ctx;
}
/**
* Destroy a blit context
*/
void
util_destroy_blit(struct blit_state *ctx)
{
struct pipe_context *pipe = ctx->pipe;
unsigned i, j;
if (ctx->vs)
pipe->delete_vs_state(pipe, ctx->vs);
for (i = 0; i < Elements(ctx->fs); i++) {
for (j = 0; j < Elements(ctx->fs[i]); j++) {
if (ctx->fs[i][j])
pipe->delete_fs_state(pipe, ctx->fs[i][j]);
}
}
for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) {
if (ctx->fs_depthstencil[i]) {
pipe->delete_fs_state(pipe, ctx->fs_depthstencil[i]);
}
if (ctx->fs_depth[i]) {
pipe->delete_fs_state(pipe, ctx->fs_depth[i]);
}
if (ctx->fs_stencil[i]) {
pipe->delete_fs_state(pipe, ctx->fs_stencil[i]);
}
}
pipe_resource_reference(&ctx->vbuf, NULL);
FREE(ctx);
}
/**
* Helper function to set the fragment shaders.
*/
static INLINE void
set_fragment_shader(struct blit_state *ctx, uint writemask,
enum pipe_texture_target pipe_tex)
{
if (!ctx->fs[pipe_tex][writemask]) {
unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
ctx->fs[pipe_tex][writemask] =
util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex,
TGSI_INTERPOLATE_LINEAR,
writemask);
}
cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask]);
}
/**
* Helper function to set the shader which writes depth and stencil.
*/
static INLINE void
set_depthstencil_fragment_shader(struct blit_state *ctx,
enum pipe_texture_target pipe_tex)
{
if (!ctx->fs_depthstencil[pipe_tex]) {
unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
ctx->fs_depthstencil[pipe_tex] =
util_make_fragment_tex_shader_writedepthstencil(ctx->pipe, tgsi_tex,
TGSI_INTERPOLATE_LINEAR);
}
cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depthstencil[pipe_tex]);
}
/**
* Helper function to set the shader which writes depth.
*/
static INLINE void
set_depth_fragment_shader(struct blit_state *ctx,
enum pipe_texture_target pipe_tex)
{
if (!ctx->fs_depth[pipe_tex]) {
unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
ctx->fs_depth[pipe_tex] =
util_make_fragment_tex_shader_writedepth(ctx->pipe, tgsi_tex,
TGSI_INTERPOLATE_LINEAR);
}
cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth[pipe_tex]);
}
/**
* Helper function to set the shader which writes stencil.
*/
static INLINE void
set_stencil_fragment_shader(struct blit_state *ctx,
enum pipe_texture_target pipe_tex)
{
if (!ctx->fs_stencil[pipe_tex]) {
unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
ctx->fs_stencil[pipe_tex] =
util_make_fragment_tex_shader_writestencil(ctx->pipe, tgsi_tex,
TGSI_INTERPOLATE_LINEAR);
}
cso_set_fragment_shader_handle(ctx->cso, ctx->fs_stencil[pipe_tex]);
}
/**
* Helper function to set the vertex shader.
*/
static INLINE void
set_vertex_shader(struct blit_state *ctx)
{
/* vertex shader - still required to provide the linkage between
* fragment shader input semantics and vertex_element/buffers.
*/
if (!ctx->vs) {
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_GENERIC };
const uint semantic_indexes[] = { 0, 0 };
ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
semantic_names,
semantic_indexes);
}
cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
}
/**
* Get offset of next free slot in vertex buffer for quad vertices.
*/
static unsigned
get_next_slot( struct blit_state *ctx )
{
const unsigned max_slots = 4096 / sizeof ctx->vertices;
if (ctx->vbuf_slot >= max_slots) {
pipe_resource_reference(&ctx->vbuf, NULL);
ctx->vbuf_slot = 0;
}
if (!ctx->vbuf) {
ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
PIPE_BIND_VERTEX_BUFFER,
PIPE_USAGE_STREAM,
max_slots * sizeof ctx->vertices);
}
return ctx->vbuf_slot++ * sizeof ctx->vertices;
}
/**
* Setup vertex data for the textured quad we'll draw.
* Note: y=0=top
*/
static unsigned
setup_vertex_data_tex(struct blit_state *ctx,
float x0, float y0, float x1, float y1,
float s0, float t0, float s1, float t1,
float z)
{
unsigned offset;
ctx->vertices[0][0][0] = x0;
ctx->vertices[0][0][1] = y0;
ctx->vertices[0][0][2] = z;
ctx->vertices[0][1][0] = s0; /*s*/
ctx->vertices[0][1][1] = t0; /*t*/
ctx->vertices[1][0][0] = x1;
ctx->vertices[1][0][1] = y0;
ctx->vertices[1][0][2] = z;
ctx->vertices[1][1][0] = s1; /*s*/
ctx->vertices[1][1][1] = t0; /*t*/
ctx->vertices[2][0][0] = x1;
ctx->vertices[2][0][1] = y1;
ctx->vertices[2][0][2] = z;
ctx->vertices[2][1][0] = s1;
ctx->vertices[2][1][1] = t1;
ctx->vertices[3][0][0] = x0;
ctx->vertices[3][0][1] = y1;
ctx->vertices[3][0][2] = z;
ctx->vertices[3][1][0] = s0;
ctx->vertices[3][1][1] = t1;
offset = get_next_slot( ctx );
if (ctx->vbuf) {
pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
offset, sizeof(ctx->vertices), ctx->vertices);
}
return offset;
}
/**
* \return TRUE if two regions overlap, FALSE otherwise
*/
static boolean
regions_overlap(int srcX0, int srcY0,
int srcX1, int srcY1,
int dstX0, int dstY0,
int dstX1, int dstY1)
{
if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
return FALSE; /* src completely left of dst */
if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
return FALSE; /* dst completely left of src */
if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
return FALSE; /* src completely above dst */
if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
return FALSE; /* dst completely above src */
return TRUE; /* some overlap */
}
/**
* Can we blit from src format to dest format with a simple copy?
*/
static boolean
formats_compatible(enum pipe_format src_format,
enum pipe_format dst_format)
{
if (src_format == dst_format) {
return TRUE;
}
else {
const struct util_format_description *src_desc =
util_format_description(src_format);
const struct util_format_description *dst_desc =
util_format_description(dst_format);
return util_is_format_compatible(src_desc, dst_desc);
}
}
/**
* Copy pixel block from src surface to dst surface.
* Overlapping regions are acceptable.
* Flipping and stretching are supported.
* \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
* \param writemask controls which channels in the dest surface are sourced
* from the src surface. Disabled channels are sourced
* from (0,0,0,1).
*/
void
util_blit_pixels(struct blit_state *ctx,
struct pipe_resource *src_tex,
unsigned src_level,
int srcX0, int srcY0,
int srcX1, int srcY1,
int srcZ0,
struct pipe_surface *dst,
int dstX0, int dstY0,
int dstX1, int dstY1,
float z, uint filter,
uint writemask, uint zs_writemask)
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
enum pipe_format src_format, dst_format;
struct pipe_sampler_view *sampler_view = NULL;
struct pipe_sampler_view sv_templ;
struct pipe_surface *dst_surface;
struct pipe_framebuffer_state fb;
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
unsigned offset;
boolean overlap;
float s0, t0, s1, t1;
boolean normalized;
boolean is_stencil, is_depth, blit_depth, blit_stencil;
const struct util_format_description *src_desc =
util_format_description(src_tex->format);
assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
filter == PIPE_TEX_MIPFILTER_LINEAR);
assert(src_level <= src_tex->last_level);
/* do the regions overlap? */
overlap = src_tex == dst->texture &&
dst->u.tex.level == src_level &&
dst->u.tex.first_layer == srcZ0 &&
regions_overlap(srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1);
src_format = util_format_linear(src_tex->format);
dst_format = util_format_linear(dst->texture->format);
/* See whether we will blit depth or stencil. */
is_depth = util_format_has_depth(src_desc);
is_stencil = util_format_has_stencil(src_desc);
blit_depth = is_depth && (zs_writemask & BLIT_WRITEMASK_Z);
blit_stencil = is_stencil && (zs_writemask & BLIT_WRITEMASK_STENCIL);
assert((writemask && !zs_writemask && !is_depth && !is_stencil) ||
(!writemask && (blit_depth || blit_stencil)));
/*
* Check for simple case: no format conversion, no flipping, no stretching,
* no overlapping, same number of samples.
* 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);
}