Merge branch 'master' into r300g-glsl
[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 "util/u_debug.h"
38 #include "pipe/p_defines.h"
39 #include "pipe/p_inlines.h"
40 #include "pipe/p_shader_tokens.h"
41 #include "pipe/p_state.h"
42
43 #include "util/u_blit.h"
44 #include "util/u_draw_quad.h"
45 #include "util/u_math.h"
46 #include "util/u_memory.h"
47 #include "util/u_simple_shaders.h"
48 #include "util/u_surface.h"
49
50 #include "cso_cache/cso_context.h"
51
52
53 struct blit_state
54 {
55 struct pipe_context *pipe;
56 struct cso_context *cso;
57
58 struct pipe_blend_state blend;
59 struct pipe_depth_stencil_alpha_state depthstencil;
60 struct pipe_rasterizer_state rasterizer;
61 struct pipe_sampler_state sampler;
62 struct pipe_viewport_state viewport;
63
64 void *vs;
65 void *fs[TGSI_WRITEMASK_XYZW + 1];
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.colormask = PIPE_MASK_RGBA;
94
95 /* no-op depth/stencil/alpha */
96 memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
97
98 /* rasterizer */
99 memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
100 ctx->rasterizer.front_winding = PIPE_WINDING_CW;
101 ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
102 ctx->rasterizer.bypass_vs_clip_and_viewport = 1;
103 ctx->rasterizer.gl_rasterization_rules = 1;
104
105 /* samplers */
106 memset(&ctx->sampler, 0, sizeof(ctx->sampler));
107 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
108 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
109 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
110 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
111 ctx->sampler.min_img_filter = 0; /* set later */
112 ctx->sampler.mag_img_filter = 0; /* set later */
113 ctx->sampler.normalized_coords = 1;
114
115
116 /* vertex shader - still required to provide the linkage between
117 * fragment shader input semantics and vertex_element/buffers.
118 */
119 {
120 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
121 TGSI_SEMANTIC_GENERIC };
122 const uint semantic_indexes[] = { 0, 0 };
123 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
124 semantic_indexes);
125 }
126
127 /* fragment shader */
128 ctx->fs[TGSI_WRITEMASK_XYZW] = util_make_fragment_tex_shader(pipe);
129 ctx->vbuf = NULL;
130
131 /* init vertex data that doesn't change */
132 for (i = 0; i < 4; i++) {
133 ctx->vertices[i][0][3] = 1.0f; /* w */
134 ctx->vertices[i][1][2] = 0.0f; /* r */
135 ctx->vertices[i][1][3] = 1.0f; /* q */
136 }
137
138 return ctx;
139 }
140
141
142 /**
143 * Destroy a blit context
144 */
145 void
146 util_destroy_blit(struct blit_state *ctx)
147 {
148 struct pipe_context *pipe = ctx->pipe;
149 unsigned i;
150
151 pipe->delete_vs_state(pipe, ctx->vs);
152
153 for (i = 0; i < Elements(ctx->fs); i++)
154 if (ctx->fs[i])
155 pipe->delete_fs_state(pipe, ctx->fs[i]);
156
157 pipe_buffer_reference(&ctx->vbuf, NULL);
158
159 FREE(ctx);
160 }
161
162
163 /**
164 * Get offset of next free slot in vertex buffer for quad vertices.
165 */
166 static unsigned
167 get_next_slot( struct blit_state *ctx )
168 {
169 const unsigned max_slots = 4096 / sizeof ctx->vertices;
170
171 if (ctx->vbuf_slot >= max_slots)
172 util_blit_flush( ctx );
173
174 if (!ctx->vbuf) {
175 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
176 32,
177 PIPE_BUFFER_USAGE_VERTEX,
178 max_slots * sizeof ctx->vertices);
179 }
180
181 return ctx->vbuf_slot++ * sizeof ctx->vertices;
182 }
183
184
185
186
187
188 /**
189 * Setup vertex data for the textured quad we'll draw.
190 * Note: y=0=top
191 */
192 static unsigned
193 setup_vertex_data_tex(struct blit_state *ctx,
194 float x0, float y0, float x1, float y1,
195 float s0, float t0, float s1, float t1,
196 float z)
197 {
198 unsigned offset;
199
200 ctx->vertices[0][0][0] = x0;
201 ctx->vertices[0][0][1] = y0;
202 ctx->vertices[0][0][2] = z;
203 ctx->vertices[0][1][0] = s0; /*s*/
204 ctx->vertices[0][1][1] = t0; /*t*/
205
206 ctx->vertices[1][0][0] = x1;
207 ctx->vertices[1][0][1] = y0;
208 ctx->vertices[1][0][2] = z;
209 ctx->vertices[1][1][0] = s1; /*s*/
210 ctx->vertices[1][1][1] = t0; /*t*/
211
212 ctx->vertices[2][0][0] = x1;
213 ctx->vertices[2][0][1] = y1;
214 ctx->vertices[2][0][2] = z;
215 ctx->vertices[2][1][0] = s1;
216 ctx->vertices[2][1][1] = t1;
217
218 ctx->vertices[3][0][0] = x0;
219 ctx->vertices[3][0][1] = y1;
220 ctx->vertices[3][0][2] = z;
221 ctx->vertices[3][1][0] = s0;
222 ctx->vertices[3][1][1] = t1;
223
224 offset = get_next_slot( ctx );
225
226 pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
227 offset, sizeof(ctx->vertices), ctx->vertices);
228
229 return offset;
230 }
231
232
233 /**
234 * \return TRUE if two regions overlap, FALSE otherwise
235 */
236 static boolean
237 regions_overlap(int srcX0, int srcY0,
238 int srcX1, int srcY1,
239 int dstX0, int dstY0,
240 int dstX1, int dstY1)
241 {
242 if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
243 return FALSE; /* src completely left of dst */
244
245 if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
246 return FALSE; /* dst completely left of src */
247
248 if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
249 return FALSE; /* src completely above dst */
250
251 if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
252 return FALSE; /* dst completely above src */
253
254 return TRUE; /* some overlap */
255 }
256
257
258 /**
259 * Copy pixel block from src surface to dst surface.
260 * Overlapping regions are acceptable.
261 * Flipping and stretching are supported.
262 * XXX what about clipping???
263 * XXX need some control over blitting Z and/or stencil.
264 */
265 void
266 util_blit_pixels_writemask(struct blit_state *ctx,
267 struct pipe_surface *src,
268 int srcX0, int srcY0,
269 int srcX1, int srcY1,
270 struct pipe_surface *dst,
271 int dstX0, int dstY0,
272 int dstX1, int dstY1,
273 float z, uint filter,
274 uint writemask)
275 {
276 struct pipe_context *pipe = ctx->pipe;
277 struct pipe_screen *screen = pipe->screen;
278 struct pipe_texture *tex = NULL;
279 struct pipe_framebuffer_state fb;
280 const int srcW = abs(srcX1 - srcX0);
281 const int srcH = abs(srcY1 - srcY0);
282 unsigned offset;
283 boolean overlap;
284 float s0, t0, s1, t1;
285
286 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
287 filter == PIPE_TEX_MIPFILTER_LINEAR);
288
289 assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
290 PIPE_TEXTURE_USAGE_SAMPLER, 0));
291 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
292 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
293
294 /* do the regions overlap? */
295 overlap = util_same_surface(src, dst) &&
296 regions_overlap(srcX0, srcY0, srcX1, srcY1,
297 dstX0, dstY0, dstX1, dstY1);
298
299 /*
300 * Check for simple case: no format conversion, no flipping, no stretching,
301 * no overlapping.
302 * Filter mode should not matter since there's no stretching.
303 */
304 if (dst->format == src->format &&
305 srcX0 < srcX1 &&
306 dstX0 < dstX1 &&
307 srcY0 < srcY1 &&
308 dstY0 < dstY1 &&
309 (dstX1 - dstX0) == (srcX1 - srcX0) &&
310 (dstY1 - dstY0) == (srcY1 - srcY0) &&
311 !overlap) {
312 pipe->surface_copy(pipe,
313 dst, dstX0, dstY0, /* dest */
314 src, srcX0, srcY0, /* src */
315 srcW, srcH); /* size */
316 return;
317 }
318
319 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
320 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
321
322 /* Create a temporary texture when src and dest alias or when src
323 * is anything other than a single-level 2d texture.
324 *
325 * This can still be improved upon.
326 */
327 if (util_same_surface(src, dst) ||
328 src->texture->target != PIPE_TEXTURE_2D ||
329 src->texture->last_level != 0)
330 {
331 struct pipe_texture texTemp;
332 struct pipe_surface *texSurf;
333 const int srcLeft = MIN2(srcX0, srcX1);
334 const int srcTop = MIN2(srcY0, srcY1);
335
336 if (srcLeft != srcX0) {
337 /* left-right flip */
338 int tmp = dstX0;
339 dstX0 = dstX1;
340 dstX1 = tmp;
341 }
342
343 if (srcTop != srcY0) {
344 /* up-down flip */
345 int tmp = dstY0;
346 dstY0 = dstY1;
347 dstY1 = tmp;
348 }
349
350 /* create temp texture */
351 memset(&texTemp, 0, sizeof(texTemp));
352 texTemp.target = PIPE_TEXTURE_2D;
353 texTemp.format = src->format;
354 texTemp.last_level = 0;
355 texTemp.width[0] = srcW;
356 texTemp.height[0] = srcH;
357 texTemp.depth[0] = 1;
358 pf_get_block(src->format, &texTemp.block);
359
360 tex = screen->texture_create(screen, &texTemp);
361 if (!tex)
362 return;
363
364 texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
365 PIPE_BUFFER_USAGE_GPU_WRITE);
366
367 /* load temp texture */
368 pipe->surface_copy(pipe,
369 texSurf, 0, 0, /* dest */
370 src, srcLeft, srcTop, /* src */
371 srcW, srcH); /* size */
372
373 /* free the surface, update the texture if necessary.
374 */
375 pipe_surface_reference(&texSurf, NULL);
376 s0 = 0.0f;
377 s1 = 1.0f;
378 t0 = 0.0f;
379 t1 = 1.0f;
380 }
381 else {
382 pipe_texture_reference(&tex, src->texture);
383 s0 = srcX0 / (float)tex->width[0];
384 s1 = srcX1 / (float)tex->width[0];
385 t0 = srcY0 / (float)tex->height[0];
386 t1 = srcY1 / (float)tex->height[0];
387 }
388
389
390 /* save state (restored below) */
391 cso_save_blend(ctx->cso);
392 cso_save_depth_stencil_alpha(ctx->cso);
393 cso_save_rasterizer(ctx->cso);
394 cso_save_samplers(ctx->cso);
395 cso_save_sampler_textures(ctx->cso);
396 cso_save_framebuffer(ctx->cso);
397 cso_save_fragment_shader(ctx->cso);
398 cso_save_vertex_shader(ctx->cso);
399
400 /* set misc state we care about */
401 cso_set_blend(ctx->cso, &ctx->blend);
402 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
403 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
404
405 /* sampler */
406 ctx->sampler.min_img_filter = filter;
407 ctx->sampler.mag_img_filter = filter;
408 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
409 cso_single_sampler_done(ctx->cso);
410
411 /* texture */
412 cso_set_sampler_textures(ctx->cso, 1, &tex);
413
414 if (ctx->fs[writemask] == NULL)
415 ctx->fs[writemask] = util_make_fragment_tex_shader_writemask(pipe, writemask);
416
417 /* shaders */
418 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
419 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
420
421 /* drawing dest */
422 memset(&fb, 0, sizeof(fb));
423 fb.width = dst->width;
424 fb.height = dst->height;
425 fb.nr_cbufs = 1;
426 fb.cbufs[0] = dst;
427 cso_set_framebuffer(ctx->cso, &fb);
428
429 /* draw quad */
430 offset = setup_vertex_data_tex(ctx,
431 (float) dstX0, (float) dstY0,
432 (float) dstX1, (float) dstY1,
433 s0, t0,
434 s1, t1,
435 z);
436
437 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
438 PIPE_PRIM_TRIANGLE_FAN,
439 4, /* verts */
440 2); /* attribs/vert */
441
442 /* restore state we changed */
443 cso_restore_blend(ctx->cso);
444 cso_restore_depth_stencil_alpha(ctx->cso);
445 cso_restore_rasterizer(ctx->cso);
446 cso_restore_samplers(ctx->cso);
447 cso_restore_sampler_textures(ctx->cso);
448 cso_restore_framebuffer(ctx->cso);
449 cso_restore_fragment_shader(ctx->cso);
450 cso_restore_vertex_shader(ctx->cso);
451
452 pipe_texture_reference(&tex, NULL);
453 }
454
455
456 void
457 util_blit_pixels(struct blit_state *ctx,
458 struct pipe_surface *src,
459 int srcX0, int srcY0,
460 int srcX1, int srcY1,
461 struct pipe_surface *dst,
462 int dstX0, int dstY0,
463 int dstX1, int dstY1,
464 float z, uint filter )
465 {
466 util_blit_pixels_writemask( ctx, src,
467 srcX0, srcY0,
468 srcX1, srcY1,
469 dst,
470 dstX0, dstY0,
471 dstX1, dstY1,
472 z, filter,
473 TGSI_WRITEMASK_XYZW );
474 }
475
476
477 /* Release vertex buffer at end of frame to avoid synchronous
478 * rendering.
479 */
480 void util_blit_flush( struct blit_state *ctx )
481 {
482 pipe_buffer_reference(&ctx->vbuf, NULL);
483 ctx->vbuf_slot = 0;
484 }
485
486
487
488 /**
489 * Copy pixel block from src texture to dst surface.
490 * Overlapping regions are acceptable.
491 *
492 * XXX Should support selection of level.
493 * XXX need some control over blitting Z and/or stencil.
494 */
495 void
496 util_blit_pixels_tex(struct blit_state *ctx,
497 struct pipe_texture *tex,
498 int srcX0, int srcY0,
499 int srcX1, int srcY1,
500 struct pipe_surface *dst,
501 int dstX0, int dstY0,
502 int dstX1, int dstY1,
503 float z, uint filter)
504 {
505 struct pipe_framebuffer_state fb;
506 float s0, t0, s1, t1;
507 unsigned offset;
508
509 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
510 filter == PIPE_TEX_MIPFILTER_LINEAR);
511
512 assert(tex->width[0] != 0);
513 assert(tex->height[0] != 0);
514
515 s0 = srcX0 / (float)tex->width[0];
516 s1 = srcX1 / (float)tex->width[0];
517 t0 = srcY0 / (float)tex->height[0];
518 t1 = srcY1 / (float)tex->height[0];
519
520 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
521 PIPE_TEXTURE_2D,
522 PIPE_TEXTURE_USAGE_RENDER_TARGET,
523 0));
524
525 /* save state (restored below) */
526 cso_save_blend(ctx->cso);
527 cso_save_depth_stencil_alpha(ctx->cso);
528 cso_save_rasterizer(ctx->cso);
529 cso_save_samplers(ctx->cso);
530 cso_save_sampler_textures(ctx->cso);
531 cso_save_framebuffer(ctx->cso);
532 cso_save_fragment_shader(ctx->cso);
533 cso_save_vertex_shader(ctx->cso);
534
535 /* set misc state we care about */
536 cso_set_blend(ctx->cso, &ctx->blend);
537 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
538 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
539
540 /* sampler */
541 ctx->sampler.min_img_filter = filter;
542 ctx->sampler.mag_img_filter = filter;
543 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
544 cso_single_sampler_done(ctx->cso);
545
546 /* texture */
547 cso_set_sampler_textures(ctx->cso, 1, &tex);
548
549 /* shaders */
550 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
551 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
552
553 /* drawing dest */
554 memset(&fb, 0, sizeof(fb));
555 fb.width = dst->width;
556 fb.height = dst->height;
557 fb.nr_cbufs = 1;
558 fb.cbufs[0] = dst;
559 cso_set_framebuffer(ctx->cso, &fb);
560
561 /* draw quad */
562 offset = setup_vertex_data_tex(ctx,
563 (float) dstX0, (float) dstY0,
564 (float) dstX1, (float) dstY1,
565 s0, t0, s1, t1,
566 z);
567
568 util_draw_vertex_buffer(ctx->pipe,
569 ctx->vbuf, offset,
570 PIPE_PRIM_TRIANGLE_FAN,
571 4, /* verts */
572 2); /* attribs/vert */
573
574 /* restore state we changed */
575 cso_restore_blend(ctx->cso);
576 cso_restore_depth_stencil_alpha(ctx->cso);
577 cso_restore_rasterizer(ctx->cso);
578 cso_restore_samplers(ctx->cso);
579 cso_restore_sampler_textures(ctx->cso);
580 cso_restore_framebuffer(ctx->cso);
581 cso_restore_fragment_shader(ctx->cso);
582 cso_restore_vertex_shader(ctx->cso);
583 }