Merge branch 'glsl-pp-rework-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 "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 #include "util/u_rect.h"
50
51 #include "cso_cache/cso_context.h"
52
53
54 struct blit_state
55 {
56 struct pipe_context *pipe;
57 struct cso_context *cso;
58
59 struct pipe_blend_state blend;
60 struct pipe_depth_stencil_alpha_state depthstencil;
61 struct pipe_rasterizer_state rasterizer;
62 struct pipe_sampler_state sampler;
63 struct pipe_viewport_state viewport;
64
65 void *vs;
66 void *fs[TGSI_WRITEMASK_XYZW + 1];
67
68 struct pipe_buffer *vbuf; /**< quad vertices */
69 unsigned vbuf_slot;
70
71 float vertices[4][2][4]; /**< vertex/texcoords for quad */
72 };
73
74
75 /**
76 * Create state object for blit.
77 * Intended to be created once and re-used for many blit() calls.
78 */
79 struct blit_state *
80 util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
81 {
82 struct blit_state *ctx;
83 uint i;
84
85 ctx = CALLOC_STRUCT(blit_state);
86 if (!ctx)
87 return NULL;
88
89 ctx->pipe = pipe;
90 ctx->cso = cso;
91
92 /* disabled blending/masking */
93 memset(&ctx->blend, 0, sizeof(ctx->blend));
94 ctx->blend.colormask = PIPE_MASK_RGBA;
95
96 /* no-op depth/stencil/alpha */
97 memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
98
99 /* rasterizer */
100 memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
101 ctx->rasterizer.front_winding = PIPE_WINDING_CW;
102 ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
103 ctx->rasterizer.bypass_vs_clip_and_viewport = 1;
104 ctx->rasterizer.gl_rasterization_rules = 1;
105
106 /* samplers */
107 memset(&ctx->sampler, 0, sizeof(ctx->sampler));
108 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
109 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
110 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
111 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
112 ctx->sampler.min_img_filter = 0; /* set later */
113 ctx->sampler.mag_img_filter = 0; /* set later */
114 ctx->sampler.normalized_coords = 1;
115
116
117 /* vertex shader - still required to provide the linkage between
118 * fragment shader input semantics and vertex_element/buffers.
119 */
120 {
121 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
122 TGSI_SEMANTIC_GENERIC };
123 const uint semantic_indexes[] = { 0, 0 };
124 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
125 semantic_indexes);
126 }
127
128 /* fragment shader */
129 ctx->fs[TGSI_WRITEMASK_XYZW] =
130 util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
131 ctx->vbuf = NULL;
132
133 /* init vertex data that doesn't change */
134 for (i = 0; i < 4; i++) {
135 ctx->vertices[i][0][3] = 1.0f; /* w */
136 ctx->vertices[i][1][2] = 0.0f; /* r */
137 ctx->vertices[i][1][3] = 1.0f; /* q */
138 }
139
140 return ctx;
141 }
142
143
144 /**
145 * Destroy a blit context
146 */
147 void
148 util_destroy_blit(struct blit_state *ctx)
149 {
150 struct pipe_context *pipe = ctx->pipe;
151 unsigned i;
152
153 pipe->delete_vs_state(pipe, ctx->vs);
154
155 for (i = 0; i < Elements(ctx->fs); i++)
156 if (ctx->fs[i])
157 pipe->delete_fs_state(pipe, ctx->fs[i]);
158
159 pipe_buffer_reference(&ctx->vbuf, NULL);
160
161 FREE(ctx);
162 }
163
164
165 /**
166 * Get offset of next free slot in vertex buffer for quad vertices.
167 */
168 static unsigned
169 get_next_slot( struct blit_state *ctx )
170 {
171 const unsigned max_slots = 4096 / sizeof ctx->vertices;
172
173 if (ctx->vbuf_slot >= max_slots)
174 util_blit_flush( ctx );
175
176 if (!ctx->vbuf) {
177 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
178 32,
179 PIPE_BUFFER_USAGE_VERTEX,
180 max_slots * sizeof ctx->vertices);
181 }
182
183 return ctx->vbuf_slot++ * sizeof ctx->vertices;
184 }
185
186
187
188
189
190 /**
191 * Setup vertex data for the textured quad we'll draw.
192 * Note: y=0=top
193 */
194 static unsigned
195 setup_vertex_data_tex(struct blit_state *ctx,
196 float x0, float y0, float x1, float y1,
197 float s0, float t0, float s1, float t1,
198 float z)
199 {
200 unsigned offset;
201
202 ctx->vertices[0][0][0] = x0;
203 ctx->vertices[0][0][1] = y0;
204 ctx->vertices[0][0][2] = z;
205 ctx->vertices[0][1][0] = s0; /*s*/
206 ctx->vertices[0][1][1] = t0; /*t*/
207
208 ctx->vertices[1][0][0] = x1;
209 ctx->vertices[1][0][1] = y0;
210 ctx->vertices[1][0][2] = z;
211 ctx->vertices[1][1][0] = s1; /*s*/
212 ctx->vertices[1][1][1] = t0; /*t*/
213
214 ctx->vertices[2][0][0] = x1;
215 ctx->vertices[2][0][1] = y1;
216 ctx->vertices[2][0][2] = z;
217 ctx->vertices[2][1][0] = s1;
218 ctx->vertices[2][1][1] = t1;
219
220 ctx->vertices[3][0][0] = x0;
221 ctx->vertices[3][0][1] = y1;
222 ctx->vertices[3][0][2] = z;
223 ctx->vertices[3][1][0] = s0;
224 ctx->vertices[3][1][1] = t1;
225
226 offset = get_next_slot( ctx );
227
228 pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
229 offset, sizeof(ctx->vertices), ctx->vertices);
230
231 return offset;
232 }
233
234
235 /**
236 * \return TRUE if two regions overlap, FALSE otherwise
237 */
238 static boolean
239 regions_overlap(int srcX0, int srcY0,
240 int srcX1, int srcY1,
241 int dstX0, int dstY0,
242 int dstX1, int dstY1)
243 {
244 if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
245 return FALSE; /* src completely left of dst */
246
247 if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
248 return FALSE; /* dst completely left of src */
249
250 if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
251 return FALSE; /* src completely above dst */
252
253 if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
254 return FALSE; /* dst completely above src */
255
256 return TRUE; /* some overlap */
257 }
258
259
260 /**
261 * Copy pixel block from src surface to dst surface.
262 * Overlapping regions are acceptable.
263 * Flipping and stretching are supported.
264 * XXX what about clipping???
265 * XXX need some control over blitting Z and/or stencil.
266 */
267 void
268 util_blit_pixels_writemask(struct blit_state *ctx,
269 struct pipe_surface *src,
270 int srcX0, int srcY0,
271 int srcX1, int srcY1,
272 struct pipe_surface *dst,
273 int dstX0, int dstY0,
274 int dstX1, int dstY1,
275 float z, uint filter,
276 uint writemask)
277 {
278 struct pipe_context *pipe = ctx->pipe;
279 struct pipe_screen *screen = pipe->screen;
280 struct pipe_texture *tex = NULL;
281 struct pipe_framebuffer_state fb;
282 const int srcW = abs(srcX1 - srcX0);
283 const int srcH = abs(srcY1 - srcY0);
284 unsigned offset;
285 boolean overlap;
286 float s0, t0, s1, t1;
287
288 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
289 filter == PIPE_TEX_MIPFILTER_LINEAR);
290
291 assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
292 PIPE_TEXTURE_USAGE_SAMPLER, 0));
293 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
294 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
295
296 /* do the regions overlap? */
297 overlap = util_same_surface(src, dst) &&
298 regions_overlap(srcX0, srcY0, srcX1, srcY1,
299 dstX0, dstY0, dstX1, dstY1);
300
301 /*
302 * Check for simple case: no format conversion, no flipping, no stretching,
303 * no overlapping.
304 * Filter mode should not matter since there's no stretching.
305 */
306 if (pipe->surface_copy &&
307 dst->format == src->format &&
308 srcX0 < srcX1 &&
309 dstX0 < dstX1 &&
310 srcY0 < srcY1 &&
311 dstY0 < dstY1 &&
312 (dstX1 - dstX0) == (srcX1 - srcX0) &&
313 (dstY1 - dstY0) == (srcY1 - srcY0) &&
314 !overlap) {
315 pipe->surface_copy(pipe,
316 dst, dstX0, dstY0, /* dest */
317 src, srcX0, srcY0, /* src */
318 srcW, srcH); /* size */
319 return;
320 }
321
322 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
323 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
324
325 /* Create a temporary texture when src and dest alias or when src
326 * is anything other than a single-level 2d texture.
327 *
328 * This can still be improved upon.
329 */
330 if (util_same_surface(src, dst) ||
331 src->texture->target != PIPE_TEXTURE_2D ||
332 src->texture->last_level != 0)
333 {
334 struct pipe_texture texTemp;
335 struct pipe_surface *texSurf;
336 const int srcLeft = MIN2(srcX0, srcX1);
337 const int srcTop = MIN2(srcY0, srcY1);
338
339 if (srcLeft != srcX0) {
340 /* left-right flip */
341 int tmp = dstX0;
342 dstX0 = dstX1;
343 dstX1 = tmp;
344 }
345
346 if (srcTop != srcY0) {
347 /* up-down flip */
348 int tmp = dstY0;
349 dstY0 = dstY1;
350 dstY1 = tmp;
351 }
352
353 /* create temp texture */
354 memset(&texTemp, 0, sizeof(texTemp));
355 texTemp.target = PIPE_TEXTURE_2D;
356 texTemp.format = src->format;
357 texTemp.last_level = 0;
358 texTemp.width0 = srcW;
359 texTemp.height0 = srcH;
360 texTemp.depth0 = 1;
361
362 tex = screen->texture_create(screen, &texTemp);
363 if (!tex)
364 return;
365
366 texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
367 PIPE_BUFFER_USAGE_GPU_WRITE);
368
369 /* load temp texture */
370 if (pipe->surface_copy) {
371 pipe->surface_copy(pipe,
372 texSurf, 0, 0, /* dest */
373 src, srcLeft, srcTop, /* src */
374 srcW, srcH); /* size */
375 } else {
376 util_surface_copy(pipe, FALSE,
377 texSurf, 0, 0, /* dest */
378 src, srcLeft, srcTop, /* src */
379 srcW, srcH); /* size */
380 }
381
382 /* free the surface, update the texture if necessary.
383 */
384 pipe_surface_reference(&texSurf, NULL);
385 s0 = 0.0f;
386 s1 = 1.0f;
387 t0 = 0.0f;
388 t1 = 1.0f;
389 }
390 else {
391 pipe_texture_reference(&tex, src->texture);
392 s0 = srcX0 / (float)tex->width0;
393 s1 = srcX1 / (float)tex->width0;
394 t0 = srcY0 / (float)tex->height0;
395 t1 = srcY1 / (float)tex->height0;
396 }
397
398
399 /* save state (restored below) */
400 cso_save_blend(ctx->cso);
401 cso_save_depth_stencil_alpha(ctx->cso);
402 cso_save_rasterizer(ctx->cso);
403 cso_save_samplers(ctx->cso);
404 cso_save_sampler_textures(ctx->cso);
405 cso_save_framebuffer(ctx->cso);
406 cso_save_fragment_shader(ctx->cso);
407 cso_save_vertex_shader(ctx->cso);
408
409 /* set misc state we care about */
410 cso_set_blend(ctx->cso, &ctx->blend);
411 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
412 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
413
414 /* sampler */
415 ctx->sampler.min_img_filter = filter;
416 ctx->sampler.mag_img_filter = filter;
417 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
418 cso_single_sampler_done(ctx->cso);
419
420 /* texture */
421 cso_set_sampler_textures(ctx->cso, 1, &tex);
422
423 if (ctx->fs[writemask] == NULL)
424 ctx->fs[writemask] =
425 util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D,
426 writemask);
427
428 /* shaders */
429 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
430 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
431
432 /* drawing dest */
433 memset(&fb, 0, sizeof(fb));
434 fb.width = dst->width;
435 fb.height = dst->height;
436 fb.nr_cbufs = 1;
437 fb.cbufs[0] = dst;
438 cso_set_framebuffer(ctx->cso, &fb);
439
440 /* draw quad */
441 offset = setup_vertex_data_tex(ctx,
442 (float) dstX0, (float) dstY0,
443 (float) dstX1, (float) dstY1,
444 s0, t0,
445 s1, t1,
446 z);
447
448 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
449 PIPE_PRIM_TRIANGLE_FAN,
450 4, /* verts */
451 2); /* attribs/vert */
452
453 /* restore state we changed */
454 cso_restore_blend(ctx->cso);
455 cso_restore_depth_stencil_alpha(ctx->cso);
456 cso_restore_rasterizer(ctx->cso);
457 cso_restore_samplers(ctx->cso);
458 cso_restore_sampler_textures(ctx->cso);
459 cso_restore_framebuffer(ctx->cso);
460 cso_restore_fragment_shader(ctx->cso);
461 cso_restore_vertex_shader(ctx->cso);
462
463 pipe_texture_reference(&tex, NULL);
464 }
465
466
467 void
468 util_blit_pixels(struct blit_state *ctx,
469 struct pipe_surface *src,
470 int srcX0, int srcY0,
471 int srcX1, int srcY1,
472 struct pipe_surface *dst,
473 int dstX0, int dstY0,
474 int dstX1, int dstY1,
475 float z, uint filter )
476 {
477 util_blit_pixels_writemask( ctx, src,
478 srcX0, srcY0,
479 srcX1, srcY1,
480 dst,
481 dstX0, dstY0,
482 dstX1, dstY1,
483 z, filter,
484 TGSI_WRITEMASK_XYZW );
485 }
486
487
488 /* Release vertex buffer at end of frame to avoid synchronous
489 * rendering.
490 */
491 void util_blit_flush( struct blit_state *ctx )
492 {
493 pipe_buffer_reference(&ctx->vbuf, NULL);
494 ctx->vbuf_slot = 0;
495 }
496
497
498
499 /**
500 * Copy pixel block from src texture to dst surface.
501 * Overlapping regions are acceptable.
502 *
503 * XXX Should support selection of level.
504 * XXX need some control over blitting Z and/or stencil.
505 */
506 void
507 util_blit_pixels_tex(struct blit_state *ctx,
508 struct pipe_texture *tex,
509 int srcX0, int srcY0,
510 int srcX1, int srcY1,
511 struct pipe_surface *dst,
512 int dstX0, int dstY0,
513 int dstX1, int dstY1,
514 float z, uint filter)
515 {
516 struct pipe_framebuffer_state fb;
517 float s0, t0, s1, t1;
518 unsigned offset;
519
520 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
521 filter == PIPE_TEX_MIPFILTER_LINEAR);
522
523 assert(tex->width0 != 0);
524 assert(tex->height0 != 0);
525
526 s0 = srcX0 / (float)tex->width0;
527 s1 = srcX1 / (float)tex->width0;
528 t0 = srcY0 / (float)tex->height0;
529 t1 = srcY1 / (float)tex->height0;
530
531 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
532 PIPE_TEXTURE_2D,
533 PIPE_TEXTURE_USAGE_RENDER_TARGET,
534 0));
535
536 /* save state (restored below) */
537 cso_save_blend(ctx->cso);
538 cso_save_depth_stencil_alpha(ctx->cso);
539 cso_save_rasterizer(ctx->cso);
540 cso_save_samplers(ctx->cso);
541 cso_save_sampler_textures(ctx->cso);
542 cso_save_framebuffer(ctx->cso);
543 cso_save_fragment_shader(ctx->cso);
544 cso_save_vertex_shader(ctx->cso);
545
546 /* set misc state we care about */
547 cso_set_blend(ctx->cso, &ctx->blend);
548 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
549 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
550
551 /* sampler */
552 ctx->sampler.min_img_filter = filter;
553 ctx->sampler.mag_img_filter = filter;
554 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
555 cso_single_sampler_done(ctx->cso);
556
557 /* texture */
558 cso_set_sampler_textures(ctx->cso, 1, &tex);
559
560 /* shaders */
561 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
562 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
563
564 /* drawing dest */
565 memset(&fb, 0, sizeof(fb));
566 fb.width = dst->width;
567 fb.height = dst->height;
568 fb.nr_cbufs = 1;
569 fb.cbufs[0] = dst;
570 cso_set_framebuffer(ctx->cso, &fb);
571
572 /* draw quad */
573 offset = setup_vertex_data_tex(ctx,
574 (float) dstX0, (float) dstY0,
575 (float) dstX1, (float) dstY1,
576 s0, t0, s1, t1,
577 z);
578
579 util_draw_vertex_buffer(ctx->pipe,
580 ctx->vbuf, offset,
581 PIPE_PRIM_TRIANGLE_FAN,
582 4, /* verts */
583 2); /* attribs/vert */
584
585 /* restore state we changed */
586 cso_restore_blend(ctx->cso);
587 cso_restore_depth_stencil_alpha(ctx->cso);
588 cso_restore_rasterizer(ctx->cso);
589 cso_restore_samplers(ctx->cso);
590 cso_restore_sampler_textures(ctx->cso);
591 cso_restore_framebuffer(ctx->cso);
592 cso_restore_fragment_shader(ctx->cso);
593 cso_restore_vertex_shader(ctx->cso);
594 }