Merge commit 'origin/gallium-master-merge'
[mesa.git] / src / gallium / auxiliary / util / u_blit.c
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 "pipe/p_debug.h"
38 #include "pipe/p_defines.h"
39 #include "pipe/p_inlines.h"
40 #include "pipe/p_shader_tokens.h"
41
42 #include "util/u_blit.h"
43 #include "util/u_draw_quad.h"
44 #include "util/u_math.h"
45 #include "util/u_memory.h"
46 #include "util/u_simple_shaders.h"
47
48 #include "cso_cache/cso_context.h"
49
50
51 struct blit_state
52 {
53 struct pipe_context *pipe;
54 struct cso_context *cso;
55
56 struct pipe_blend_state blend;
57 struct pipe_depth_stencil_alpha_state depthstencil;
58 struct pipe_rasterizer_state rasterizer;
59 struct pipe_sampler_state sampler;
60 struct pipe_viewport_state viewport;
61
62 struct pipe_shader_state vert_shader;
63 struct pipe_shader_state frag_shader;
64 void *vs;
65 void *fs;
66
67 struct pipe_buffer *vbuf; /**< quad vertices */
68 unsigned vbuf_slot;
69
70 float vertices[4][2][4]; /**< vertex/texcoords for quad */
71 };
72
73
74 /**
75 * Create state object for blit.
76 * Intended to be created once and re-used for many blit() calls.
77 */
78 struct blit_state *
79 util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
80 {
81 struct blit_state *ctx;
82 uint i;
83
84 ctx = CALLOC_STRUCT(blit_state);
85 if (!ctx)
86 return NULL;
87
88 ctx->pipe = pipe;
89 ctx->cso = cso;
90
91 /* disabled blending/masking */
92 memset(&ctx->blend, 0, sizeof(ctx->blend));
93 ctx->blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
94 ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
95 ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
96 ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
97 ctx->blend.colormask = PIPE_MASK_RGBA;
98
99 /* no-op depth/stencil/alpha */
100 memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
101
102 /* rasterizer */
103 memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
104 ctx->rasterizer.front_winding = PIPE_WINDING_CW;
105 ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
106 ctx->rasterizer.bypass_clipping = 1;
107 /*ctx->rasterizer.bypass_vs = 1;*/
108 ctx->rasterizer.gl_rasterization_rules = 1;
109
110 /* samplers */
111 memset(&ctx->sampler, 0, sizeof(ctx->sampler));
112 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
113 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
114 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
115 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
116 ctx->sampler.min_img_filter = 0; /* set later */
117 ctx->sampler.mag_img_filter = 0; /* set later */
118 ctx->sampler.normalized_coords = 1;
119
120 /* viewport (identity, we setup vertices in wincoords) */
121 ctx->viewport.scale[0] = 1.0;
122 ctx->viewport.scale[1] = 1.0;
123 ctx->viewport.scale[2] = 1.0;
124 ctx->viewport.scale[3] = 1.0;
125 ctx->viewport.translate[0] = 0.0;
126 ctx->viewport.translate[1] = 0.0;
127 ctx->viewport.translate[2] = 0.0;
128 ctx->viewport.translate[3] = 0.0;
129
130 /* vertex shader */
131 {
132 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
133 TGSI_SEMANTIC_GENERIC };
134 const uint semantic_indexes[] = { 0, 0 };
135 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
136 semantic_indexes,
137 &ctx->vert_shader);
138 }
139
140 /* fragment shader */
141 ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_shader);
142 ctx->vbuf = NULL;
143
144 /* init vertex data that doesn't change */
145 for (i = 0; i < 4; i++) {
146 ctx->vertices[i][0][3] = 1.0f; /* w */
147 ctx->vertices[i][1][2] = 0.0f; /* r */
148 ctx->vertices[i][1][3] = 1.0f; /* q */
149 }
150
151 return ctx;
152 }
153
154
155 /**
156 * Destroy a blit context
157 */
158 void
159 util_destroy_blit(struct blit_state *ctx)
160 {
161 struct pipe_context *pipe = ctx->pipe;
162
163 pipe->delete_vs_state(pipe, ctx->vs);
164 pipe->delete_fs_state(pipe, ctx->fs);
165
166 FREE((void*) ctx->vert_shader.tokens);
167 FREE((void*) ctx->frag_shader.tokens);
168
169 pipe_buffer_reference(pipe->screen, &ctx->vbuf, NULL);
170
171 FREE(ctx);
172 }
173
174
175 static unsigned get_next_slot( struct blit_state *ctx )
176 {
177 const unsigned max_slots = 4096 / sizeof ctx->vertices;
178
179 if (ctx->vbuf_slot >= max_slots)
180 util_blit_flush( ctx );
181
182 if (!ctx->vbuf) {
183 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
184 32,
185 PIPE_BUFFER_USAGE_VERTEX,
186 max_slots * sizeof ctx->vertices);
187 }
188
189 return ctx->vbuf_slot++ * sizeof ctx->vertices;
190 }
191
192
193
194 /**
195 * Setup vertex data for the textured quad we'll draw.
196 * Note: y=0=top
197 */
198 static unsigned
199 setup_vertex_data(struct blit_state *ctx,
200 float x0, float y0, float x1, float y1, float z)
201 {
202 void *buf;
203 unsigned offset;
204
205 ctx->vertices[0][0][0] = x0;
206 ctx->vertices[0][0][1] = y0;
207 ctx->vertices[0][0][2] = z;
208 ctx->vertices[0][1][0] = 0.0f; /*s*/
209 ctx->vertices[0][1][1] = 0.0f; /*t*/
210
211 ctx->vertices[1][0][0] = x1;
212 ctx->vertices[1][0][1] = y0;
213 ctx->vertices[1][0][2] = z;
214 ctx->vertices[1][1][0] = 1.0f; /*s*/
215 ctx->vertices[1][1][1] = 0.0f; /*t*/
216
217 ctx->vertices[2][0][0] = x1;
218 ctx->vertices[2][0][1] = y1;
219 ctx->vertices[2][0][2] = z;
220 ctx->vertices[2][1][0] = 1.0f;
221 ctx->vertices[2][1][1] = 1.0f;
222
223 ctx->vertices[3][0][0] = x0;
224 ctx->vertices[3][0][1] = y1;
225 ctx->vertices[3][0][2] = z;
226 ctx->vertices[3][1][0] = 0.0f;
227 ctx->vertices[3][1][1] = 1.0f;
228
229 offset = get_next_slot( ctx );
230
231 buf = pipe_buffer_map(ctx->pipe->screen, ctx->vbuf,
232 PIPE_BUFFER_USAGE_CPU_WRITE);
233
234 memcpy((char *)buf + offset, ctx->vertices, sizeof(ctx->vertices));
235
236 pipe_buffer_unmap(ctx->pipe->screen, ctx->vbuf);
237
238 return offset;
239 }
240
241
242 /**
243 * Setup vertex data for the textured quad we'll draw.
244 * Note: y=0=top
245 */
246 static unsigned
247 setup_vertex_data_tex(struct blit_state *ctx,
248 float x0, float y0, float x1, float y1,
249 float s0, float t0, float s1, float t1,
250 float z)
251 {
252 void *buf;
253 unsigned offset;
254
255 ctx->vertices[0][0][0] = x0;
256 ctx->vertices[0][0][1] = y0;
257 ctx->vertices[0][0][2] = z;
258 ctx->vertices[0][1][0] = s0; /*s*/
259 ctx->vertices[0][1][1] = t0; /*t*/
260
261 ctx->vertices[1][0][0] = x1;
262 ctx->vertices[1][0][1] = y0;
263 ctx->vertices[1][0][2] = z;
264 ctx->vertices[1][1][0] = s1; /*s*/
265 ctx->vertices[1][1][1] = t0; /*t*/
266
267 ctx->vertices[2][0][0] = x1;
268 ctx->vertices[2][0][1] = y1;
269 ctx->vertices[2][0][2] = z;
270 ctx->vertices[2][1][0] = s1;
271 ctx->vertices[2][1][1] = t1;
272
273 ctx->vertices[3][0][0] = x0;
274 ctx->vertices[3][0][1] = y1;
275 ctx->vertices[3][0][2] = z;
276 ctx->vertices[3][1][0] = s0;
277 ctx->vertices[3][1][1] = t1;
278
279 offset = get_next_slot( ctx );
280
281 buf = pipe_buffer_map(ctx->pipe->screen, ctx->vbuf,
282 PIPE_BUFFER_USAGE_CPU_WRITE);
283
284 memcpy((char *)buf + offset, ctx->vertices, sizeof(ctx->vertices));
285
286 pipe_buffer_unmap(ctx->pipe->screen, ctx->vbuf);
287
288 return offset;
289 }
290 /**
291 * Copy pixel block from src surface to dst surface.
292 * Overlapping regions are acceptable.
293 * XXX need some control over blitting Z and/or stencil.
294 */
295 void
296 util_blit_pixels(struct blit_state *ctx,
297 struct pipe_surface *src,
298 int srcX0, int srcY0,
299 int srcX1, int srcY1,
300 struct pipe_surface *dst,
301 int dstX0, int dstY0,
302 int dstX1, int dstY1,
303 float z, uint filter)
304 {
305 struct pipe_context *pipe = ctx->pipe;
306 struct pipe_screen *screen = pipe->screen;
307 struct pipe_texture texTemp, *tex;
308 struct pipe_surface *texSurf;
309 struct pipe_framebuffer_state fb;
310 const int srcW = abs(srcX1 - srcX0);
311 const int srcH = abs(srcY1 - srcY0);
312 const int srcLeft = MIN2(srcX0, srcX1);
313 const int srcTop = MIN2(srcY0, srcY1);
314 unsigned offset;
315
316 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
317 filter == PIPE_TEX_MIPFILTER_LINEAR);
318
319 if (srcLeft != srcX0) {
320 /* left-right flip */
321 int tmp = dstX0;
322 dstX0 = dstX1;
323 dstX1 = tmp;
324 }
325
326 if (srcTop != srcY0) {
327 /* up-down flip */
328 int tmp = dstY0;
329 dstY0 = dstY1;
330 dstY1 = tmp;
331 }
332
333 assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
334 PIPE_TEXTURE_USAGE_SAMPLER, 0));
335 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
336 PIPE_TEXTURE_USAGE_SAMPLER, 0));
337
338 if(dst->format == src->format && (dstX1 - dstX0) == srcW && (dstY1 - dstY0) == srcH) {
339 /* FIXME: this will most surely fail for overlapping rectangles */
340 pipe->surface_copy(pipe, FALSE,
341 dst, dstX0, dstY0, /* dest */
342 src, srcX0, srcY0, /* src */
343 srcW, srcH); /* size */
344 return;
345 }
346
347 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
348 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
349
350 /*
351 * XXX for now we're always creating a temporary texture.
352 * Strictly speaking that's not always needed.
353 */
354
355 /* create temp texture */
356 memset(&texTemp, 0, sizeof(texTemp));
357 texTemp.target = PIPE_TEXTURE_2D;
358 texTemp.format = src->format;
359 texTemp.last_level = 0;
360 texTemp.width[0] = srcW;
361 texTemp.height[0] = srcH;
362 texTemp.depth[0] = 1;
363 texTemp.compressed = 0;
364 pf_get_block(src->format, &texTemp.block);
365
366 tex = screen->texture_create(screen, &texTemp);
367 if (!tex)
368 return;
369
370 texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
371 PIPE_BUFFER_USAGE_GPU_WRITE);
372
373 /* load temp texture */
374 pipe->surface_copy(pipe, FALSE,
375 texSurf, 0, 0, /* dest */
376 src, srcLeft, srcTop, /* src */
377 srcW, srcH); /* size */
378
379 /* free the surface, update the texture if necessary.
380 */
381 screen->tex_surface_release(screen, &texSurf);
382
383 /* save state (restored below) */
384 cso_save_blend(ctx->cso);
385 cso_save_depth_stencil_alpha(ctx->cso);
386 cso_save_rasterizer(ctx->cso);
387 cso_save_samplers(ctx->cso);
388 cso_save_sampler_textures(ctx->cso);
389 cso_save_framebuffer(ctx->cso);
390 cso_save_fragment_shader(ctx->cso);
391 cso_save_vertex_shader(ctx->cso);
392 cso_save_viewport(ctx->cso);
393
394 /* set misc state we care about */
395 cso_set_blend(ctx->cso, &ctx->blend);
396 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
397 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
398 cso_set_viewport(ctx->cso, &ctx->viewport);
399
400 /* sampler */
401 ctx->sampler.min_img_filter = filter;
402 ctx->sampler.mag_img_filter = filter;
403 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
404 cso_single_sampler_done(ctx->cso);
405
406 /* texture */
407 cso_set_sampler_textures(ctx->cso, 1, &tex);
408
409 /* shaders */
410 cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
411 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
412
413 /* drawing dest */
414 memset(&fb, 0, sizeof(fb));
415 fb.width = dst->width;
416 fb.height = dst->height;
417 fb.nr_cbufs = 1;
418 fb.cbufs[0] = dst;
419 cso_set_framebuffer(ctx->cso, &fb);
420
421 /* draw quad */
422 offset = setup_vertex_data(ctx,
423 (float) dstX0, (float) dstY0,
424 (float) dstX1, (float) dstY1, z);
425
426 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
427 PIPE_PRIM_TRIANGLE_FAN,
428 4, /* verts */
429 2); /* attribs/vert */
430
431 /* restore state we changed */
432 cso_restore_blend(ctx->cso);
433 cso_restore_depth_stencil_alpha(ctx->cso);
434 cso_restore_rasterizer(ctx->cso);
435 cso_restore_samplers(ctx->cso);
436 cso_restore_sampler_textures(ctx->cso);
437 cso_restore_framebuffer(ctx->cso);
438 cso_restore_fragment_shader(ctx->cso);
439 cso_restore_vertex_shader(ctx->cso);
440 cso_restore_viewport(ctx->cso);
441
442 screen->texture_release(screen, &tex);
443 }
444
445
446 /* Release vertex buffer at end of frame to avoid synchronous
447 * rendering.
448 */
449 void util_blit_flush( struct blit_state *ctx )
450 {
451 pipe_buffer_reference(ctx->pipe->screen, &ctx->vbuf, NULL);
452 ctx->vbuf_slot = 0;
453 }
454
455
456
457 /**
458 * Copy pixel block from src texture to dst surface.
459 * Overlapping regions are acceptable.
460 *
461 * XXX Should support selection of level.
462 * XXX need some control over blitting Z and/or stencil.
463 */
464 void
465 util_blit_pixels_tex(struct blit_state *ctx,
466 struct pipe_texture *tex,
467 int srcX0, int srcY0,
468 int srcX1, int srcY1,
469 struct pipe_surface *dst,
470 int dstX0, int dstY0,
471 int dstX1, int dstY1,
472 float z, uint filter)
473 {
474 struct pipe_context *pipe = ctx->pipe;
475 struct pipe_screen *screen = pipe->screen;
476 struct pipe_framebuffer_state fb;
477 float s0, t0, s1, t1;
478 unsigned offset;
479
480 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
481 filter == PIPE_TEX_MIPFILTER_LINEAR);
482
483 assert(tex->width[0] != 0);
484 assert(tex->height[0] != 0);
485
486 s0 = srcX0 / (float)tex->width[0];
487 s1 = srcX1 / (float)tex->width[0];
488 t0 = srcY0 / (float)tex->height[0];
489 t1 = srcY1 / (float)tex->height[0];
490
491 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
492 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
493
494 /* save state (restored below) */
495 cso_save_blend(ctx->cso);
496 cso_save_depth_stencil_alpha(ctx->cso);
497 cso_save_rasterizer(ctx->cso);
498 cso_save_samplers(ctx->cso);
499 cso_save_sampler_textures(ctx->cso);
500 cso_save_framebuffer(ctx->cso);
501 cso_save_fragment_shader(ctx->cso);
502 cso_save_vertex_shader(ctx->cso);
503 cso_save_viewport(ctx->cso);
504
505 /* set misc state we care about */
506 cso_set_blend(ctx->cso, &ctx->blend);
507 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
508 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
509 cso_set_viewport(ctx->cso, &ctx->viewport);
510
511 /* sampler */
512 ctx->sampler.min_img_filter = filter;
513 ctx->sampler.mag_img_filter = filter;
514 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
515 cso_single_sampler_done(ctx->cso);
516
517 /* texture */
518 cso_set_sampler_textures(ctx->cso, 1, &tex);
519
520 /* shaders */
521 cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
522 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
523
524 /* drawing dest */
525 memset(&fb, 0, sizeof(fb));
526 fb.width = dst->width;
527 fb.height = dst->height;
528 fb.nr_cbufs = 1;
529 fb.cbufs[0] = dst;
530 cso_set_framebuffer(ctx->cso, &fb);
531
532 /* draw quad */
533 offset = setup_vertex_data_tex(ctx,
534 (float) dstX0, (float) dstY0,
535 (float) dstX1, (float) dstY1,
536 s0, t0, s1, t1,
537 z);
538
539 util_draw_vertex_buffer(ctx->pipe,
540 ctx->vbuf, offset,
541 PIPE_PRIM_TRIANGLE_FAN,
542 4, /* verts */
543 2); /* attribs/vert */
544
545 /* restore state we changed */
546 cso_restore_blend(ctx->cso);
547 cso_restore_depth_stencil_alpha(ctx->cso);
548 cso_restore_rasterizer(ctx->cso);
549 cso_restore_samplers(ctx->cso);
550 cso_restore_sampler_textures(ctx->cso);
551 cso_restore_framebuffer(ctx->cso);
552 cso_restore_fragment_shader(ctx->cso);
553 cso_restore_vertex_shader(ctx->cso);
554 cso_restore_viewport(ctx->cso);
555 }