Merge commit 'origin/gallium-0.1' into gallium-0.2
[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_winsys.h"
41 #include "pipe/p_shader_tokens.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 struct pipe_shader_state vert_shader;
64 struct pipe_shader_state frag_shader;
65 void *vs;
66 void *fs;
67
68 struct pipe_buffer *vbuf; /**< quad vertices */
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.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
93 ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
94 ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
95 ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
96 ctx->blend.colormask = PIPE_MASK_RGBA;
97
98 /* no-op depth/stencil/alpha */
99 memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
100
101 /* rasterizer */
102 memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
103 ctx->rasterizer.front_winding = PIPE_WINDING_CW;
104 ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
105 ctx->rasterizer.bypass_clipping = 1;
106 /*ctx->rasterizer.bypass_vs = 1;*/
107
108 /* samplers */
109 memset(&ctx->sampler, 0, sizeof(ctx->sampler));
110 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
111 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
112 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
113 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
114 ctx->sampler.min_img_filter = 0; /* set later */
115 ctx->sampler.mag_img_filter = 0; /* set later */
116 ctx->sampler.normalized_coords = 1;
117
118 /* viewport (identity, we setup vertices in wincoords) */
119 ctx->viewport.scale[0] = 1.0;
120 ctx->viewport.scale[1] = 1.0;
121 ctx->viewport.scale[2] = 1.0;
122 ctx->viewport.scale[3] = 1.0;
123 ctx->viewport.translate[0] = 0.0;
124 ctx->viewport.translate[1] = 0.0;
125 ctx->viewport.translate[2] = 0.0;
126 ctx->viewport.translate[3] = 0.0;
127
128 /* vertex shader */
129 {
130 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
131 TGSI_SEMANTIC_GENERIC };
132 const uint semantic_indexes[] = { 0, 0 };
133 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
134 semantic_indexes,
135 &ctx->vert_shader);
136 }
137
138 /* fragment shader */
139 ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_shader);
140
141 ctx->vbuf = pipe_buffer_create(pipe->screen,
142 32,
143 PIPE_BUFFER_USAGE_VERTEX,
144 sizeof(ctx->vertices));
145 if (!ctx->vbuf) {
146 FREE(ctx);
147 ctx->pipe->delete_fs_state(ctx->pipe, ctx->fs);
148 ctx->pipe->delete_vs_state(ctx->pipe, ctx->vs);
149 return NULL;
150 }
151
152 /* init vertex data that doesn't change */
153 for (i = 0; i < 4; i++) {
154 ctx->vertices[i][0][3] = 1.0f; /* w */
155 ctx->vertices[i][1][2] = 0.0f; /* r */
156 ctx->vertices[i][1][3] = 1.0f; /* q */
157 }
158
159 return ctx;
160 }
161
162
163 /**
164 * Destroy a blit context
165 */
166 void
167 util_destroy_blit(struct blit_state *ctx)
168 {
169 struct pipe_context *pipe = ctx->pipe;
170
171 pipe->delete_vs_state(pipe, ctx->vs);
172 pipe->delete_fs_state(pipe, ctx->fs);
173
174 FREE((void*) ctx->vert_shader.tokens);
175 FREE((void*) ctx->frag_shader.tokens);
176
177 pipe_buffer_reference(pipe->screen, &ctx->vbuf, NULL);
178
179 FREE(ctx);
180 }
181
182
183 /**
184 * Setup vertex data for the textured quad we'll draw.
185 * Note: y=0=top
186 */
187 static void
188 setup_vertex_data(struct blit_state *ctx,
189 float x0, float y0, float x1, float y1, float z)
190 {
191 void *buf;
192
193 ctx->vertices[0][0][0] = x0;
194 ctx->vertices[0][0][1] = y0;
195 ctx->vertices[0][0][2] = z;
196 ctx->vertices[0][1][0] = 0.0f; /*s*/
197 ctx->vertices[0][1][1] = 0.0f; /*t*/
198
199 ctx->vertices[1][0][0] = x1;
200 ctx->vertices[1][0][1] = y0;
201 ctx->vertices[1][0][2] = z;
202 ctx->vertices[1][1][0] = 1.0f; /*s*/
203 ctx->vertices[1][1][1] = 0.0f; /*t*/
204
205 ctx->vertices[2][0][0] = x1;
206 ctx->vertices[2][0][1] = y1;
207 ctx->vertices[2][0][2] = z;
208 ctx->vertices[2][1][0] = 1.0f;
209 ctx->vertices[2][1][1] = 1.0f;
210
211 ctx->vertices[3][0][0] = x0;
212 ctx->vertices[3][0][1] = y1;
213 ctx->vertices[3][0][2] = z;
214 ctx->vertices[3][1][0] = 0.0f;
215 ctx->vertices[3][1][1] = 1.0f;
216
217 buf = pipe_buffer_map(ctx->pipe->screen, ctx->vbuf,
218 PIPE_BUFFER_USAGE_CPU_WRITE);
219
220 memcpy(buf, ctx->vertices, sizeof(ctx->vertices));
221
222 pipe_buffer_unmap(ctx->pipe->screen, ctx->vbuf);
223 }
224
225
226 /**
227 * Setup vertex data for the textured quad we'll draw.
228 * Note: y=0=top
229 */
230 static void
231 setup_vertex_data_tex(struct blit_state *ctx,
232 float x0, float y0, float x1, float y1,
233 float s0, float t0, float s1, float t1,
234 float z)
235 {
236 void *buf;
237
238 ctx->vertices[0][0][0] = x0;
239 ctx->vertices[0][0][1] = y0;
240 ctx->vertices[0][0][2] = z;
241 ctx->vertices[0][1][0] = s0; /*s*/
242 ctx->vertices[0][1][1] = t0; /*t*/
243
244 ctx->vertices[1][0][0] = x1;
245 ctx->vertices[1][0][1] = y0;
246 ctx->vertices[1][0][2] = z;
247 ctx->vertices[1][1][0] = s1; /*s*/
248 ctx->vertices[1][1][1] = t0; /*t*/
249
250 ctx->vertices[2][0][0] = x1;
251 ctx->vertices[2][0][1] = y1;
252 ctx->vertices[2][0][2] = z;
253 ctx->vertices[2][1][0] = s1;
254 ctx->vertices[2][1][1] = t1;
255
256 ctx->vertices[3][0][0] = x0;
257 ctx->vertices[3][0][1] = y1;
258 ctx->vertices[3][0][2] = z;
259 ctx->vertices[3][1][0] = s0;
260 ctx->vertices[3][1][1] = t1;
261
262 buf = pipe_buffer_map(ctx->pipe->screen, ctx->vbuf,
263 PIPE_BUFFER_USAGE_CPU_WRITE);
264
265 memcpy(buf, ctx->vertices, sizeof(ctx->vertices));
266
267 pipe_buffer_unmap(ctx->pipe->screen, ctx->vbuf);
268 }
269 /**
270 * Copy pixel block from src surface to dst surface.
271 * Overlapping regions are acceptable.
272 * XXX need some control over blitting Z and/or stencil.
273 */
274 void
275 util_blit_pixels(struct blit_state *ctx,
276 struct pipe_surface *src,
277 int srcX0, int srcY0,
278 int srcX1, int srcY1,
279 struct pipe_surface *dst,
280 int dstX0, int dstY0,
281 int dstX1, int dstY1,
282 float z, uint filter)
283 {
284 struct pipe_context *pipe = ctx->pipe;
285 struct pipe_screen *screen = pipe->screen;
286 struct pipe_texture texTemp, *tex;
287 struct pipe_surface *texSurf;
288 struct pipe_framebuffer_state fb;
289 const int srcW = abs(srcX1 - srcX0);
290 const int srcH = abs(srcY1 - srcY0);
291 const int srcLeft = MIN2(srcX0, srcX1);
292 const int srcTop = MIN2(srcY0, srcY1);
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 && (dstX1 - dstX0) == srcW && (dstY1 - dstY0) == srcH) {
317 /* FIXME: this will most surely fail for overlapping rectangles */
318 pipe->surface_copy(pipe, FALSE,
319 dst, dstX0, dstY0, /* dest */
320 src, srcX0, srcY0, /* src */
321 srcW, srcH); /* size */
322 return;
323 }
324
325 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
326 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
327
328 /*
329 * XXX for now we're always creating a temporary texture.
330 * Strictly speaking that's not always needed.
331 */
332
333 /* create temp texture */
334 memset(&texTemp, 0, sizeof(texTemp));
335 texTemp.target = PIPE_TEXTURE_2D;
336 texTemp.format = src->format;
337 texTemp.last_level = 0;
338 texTemp.width[0] = srcW;
339 texTemp.height[0] = srcH;
340 texTemp.depth[0] = 1;
341 texTemp.compressed = 0;
342 pf_get_block(src->format, &texTemp.block);
343
344 tex = screen->texture_create(screen, &texTemp);
345 if (!tex)
346 return;
347
348 texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
349 PIPE_BUFFER_USAGE_GPU_WRITE);
350
351 /* load temp texture */
352 pipe->surface_copy(pipe, FALSE,
353 texSurf, 0, 0, /* dest */
354 src, srcLeft, srcTop, /* src */
355 srcW, srcH); /* size */
356
357 /* free the surface, update the texture if necessary.
358 */
359 screen->tex_surface_release(screen, &texSurf);
360
361 /* save state (restored below) */
362 cso_save_blend(ctx->cso);
363 cso_save_depth_stencil_alpha(ctx->cso);
364 cso_save_rasterizer(ctx->cso);
365 cso_save_samplers(ctx->cso);
366 cso_save_sampler_textures(ctx->cso);
367 cso_save_framebuffer(ctx->cso);
368 cso_save_fragment_shader(ctx->cso);
369 cso_save_vertex_shader(ctx->cso);
370 cso_save_viewport(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 cso_set_viewport(ctx->cso, &ctx->viewport);
377
378 /* sampler */
379 ctx->sampler.min_img_filter = filter;
380 ctx->sampler.mag_img_filter = filter;
381 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
382 cso_single_sampler_done(ctx->cso);
383
384 /* texture */
385 cso_set_sampler_textures(ctx->cso, 1, &tex);
386
387 /* shaders */
388 cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
389 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
390
391 /* drawing dest */
392 memset(&fb, 0, sizeof(fb));
393 fb.width = dst->width;
394 fb.height = dst->height;
395 fb.num_cbufs = 1;
396 fb.cbufs[0] = dst;
397 cso_set_framebuffer(ctx->cso, &fb);
398
399 /* draw quad */
400 setup_vertex_data(ctx,
401 (float) dstX0, (float) dstY0,
402 (float) dstX1, (float) dstY1, z);
403
404 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf,
405 PIPE_PRIM_TRIANGLE_FAN,
406 4, /* verts */
407 2); /* attribs/vert */
408
409 /* restore state we changed */
410 cso_restore_blend(ctx->cso);
411 cso_restore_depth_stencil_alpha(ctx->cso);
412 cso_restore_rasterizer(ctx->cso);
413 cso_restore_samplers(ctx->cso);
414 cso_restore_sampler_textures(ctx->cso);
415 cso_restore_framebuffer(ctx->cso);
416 cso_restore_fragment_shader(ctx->cso);
417 cso_restore_vertex_shader(ctx->cso);
418 cso_restore_viewport(ctx->cso);
419
420 screen->texture_release(screen, &tex);
421 }
422
423 /**
424 * Copy pixel block from src texture to dst surface.
425 * Overlapping regions are acceptable.
426 *
427 * XXX Should support selection of level.
428 * XXX need some control over blitting Z and/or stencil.
429 */
430 void
431 util_blit_pixels_tex(struct blit_state *ctx,
432 struct pipe_texture *tex,
433 int srcX0, int srcY0,
434 int srcX1, int srcY1,
435 struct pipe_surface *dst,
436 int dstX0, int dstY0,
437 int dstX1, int dstY1,
438 float z, uint filter)
439 {
440 struct pipe_context *pipe = ctx->pipe;
441 struct pipe_screen *screen = pipe->screen;
442 struct pipe_framebuffer_state fb;
443 float s0, t0, s1, t1;
444
445 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
446 filter == PIPE_TEX_MIPFILTER_LINEAR);
447
448 assert(tex->width[0] != 0);
449 assert(tex->height[0] != 0);
450
451 s0 = srcX0 / (float)tex->width[0];
452 s1 = srcX1 / (float)tex->width[0];
453 t0 = srcY0 / (float)tex->height[0];
454 t1 = srcY1 / (float)tex->height[0];
455
456 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
457 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
458
459 /* save state (restored below) */
460 cso_save_blend(ctx->cso);
461 cso_save_depth_stencil_alpha(ctx->cso);
462 cso_save_rasterizer(ctx->cso);
463 cso_save_samplers(ctx->cso);
464 cso_save_sampler_textures(ctx->cso);
465 cso_save_framebuffer(ctx->cso);
466 cso_save_fragment_shader(ctx->cso);
467 cso_save_vertex_shader(ctx->cso);
468 cso_save_viewport(ctx->cso);
469
470 /* set misc state we care about */
471 cso_set_blend(ctx->cso, &ctx->blend);
472 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
473 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
474 cso_set_viewport(ctx->cso, &ctx->viewport);
475
476 /* sampler */
477 ctx->sampler.min_img_filter = filter;
478 ctx->sampler.mag_img_filter = filter;
479 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
480 cso_single_sampler_done(ctx->cso);
481
482 /* texture */
483 cso_set_sampler_textures(ctx->cso, 1, &tex);
484
485 /* shaders */
486 cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
487 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
488
489 /* drawing dest */
490 memset(&fb, 0, sizeof(fb));
491 fb.width = dst->width;
492 fb.height = dst->height;
493 fb.num_cbufs = 1;
494 fb.cbufs[0] = dst;
495 cso_set_framebuffer(ctx->cso, &fb);
496
497 /* draw quad */
498 setup_vertex_data_tex(ctx,
499 (float) dstX0, (float) dstY0,
500 (float) dstX1, (float) dstY1,
501 s0, t0, s1, t1,
502 z);
503
504 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf,
505 PIPE_PRIM_TRIANGLE_FAN,
506 4, /* verts */
507 2); /* attribs/vert */
508
509 /* restore state we changed */
510 cso_restore_blend(ctx->cso);
511 cso_restore_depth_stencil_alpha(ctx->cso);
512 cso_restore_rasterizer(ctx->cso);
513 cso_restore_samplers(ctx->cso);
514 cso_restore_sampler_textures(ctx->cso);
515 cso_restore_framebuffer(ctx->cso);
516 cso_restore_fragment_shader(ctx->cso);
517 cso_restore_vertex_shader(ctx->cso);
518 cso_restore_viewport(ctx->cso);
519 }