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