gallium: remove the geom_flags param from is_format_supported
[mesa.git] / src / gallium / auxiliary / util / u_blit.c
1 /**************************************************************************
2 *
3 * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
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13 *
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15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
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19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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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 "util/u_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_format.h"
46 #include "util/u_math.h"
47 #include "util/u_memory.h"
48 #include "util/u_sampler.h"
49 #include "util/u_simple_shaders.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_keep;
61 struct pipe_depth_stencil_alpha_state depthstencil_write;
62 struct pipe_rasterizer_state rasterizer;
63 struct pipe_sampler_state sampler;
64 struct pipe_viewport_state viewport;
65 struct pipe_clip_state clip;
66 struct pipe_vertex_element velem[2];
67 enum pipe_texture_target internal_target;
68
69 void *vs;
70 void *fs[TGSI_WRITEMASK_XYZW + 1];
71 void *fs_depth;
72
73 struct pipe_resource *vbuf; /**< quad vertices */
74 unsigned vbuf_slot;
75
76 float vertices[4][2][4]; /**< vertex/texcoords for quad */
77 };
78
79
80 /**
81 * Create state object for blit.
82 * Intended to be created once and re-used for many blit() calls.
83 */
84 struct blit_state *
85 util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
86 {
87 struct blit_state *ctx;
88 uint i;
89
90 ctx = CALLOC_STRUCT(blit_state);
91 if (!ctx)
92 return NULL;
93
94 ctx->pipe = pipe;
95 ctx->cso = cso;
96
97 /* disabled blending/masking */
98 memset(&ctx->blend, 0, sizeof(ctx->blend));
99 ctx->blend.rt[0].colormask = PIPE_MASK_RGBA;
100
101 /* no-op depth/stencil/alpha */
102 memset(&ctx->depthstencil_keep, 0, sizeof(ctx->depthstencil_keep));
103 memset(&ctx->depthstencil_write, 0, sizeof(ctx->depthstencil_write));
104 ctx->depthstencil_write.depth.enabled = 1;
105 ctx->depthstencil_write.depth.writemask = 1;
106 ctx->depthstencil_write.depth.func = PIPE_FUNC_ALWAYS;
107
108 /* rasterizer */
109 memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
110 ctx->rasterizer.cull_face = PIPE_FACE_NONE;
111 ctx->rasterizer.gl_rasterization_rules = 1;
112
113 /* samplers */
114 memset(&ctx->sampler, 0, sizeof(ctx->sampler));
115 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
116 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
117 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
118 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
119 ctx->sampler.min_img_filter = 0; /* set later */
120 ctx->sampler.mag_img_filter = 0; /* set later */
121
122 /* vertex elements state */
123 memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2);
124 for (i = 0; i < 2; i++) {
125 ctx->velem[i].src_offset = i * 4 * sizeof(float);
126 ctx->velem[i].instance_divisor = 0;
127 ctx->velem[i].vertex_buffer_index = 0;
128 ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
129 }
130
131 /* vertex shader - still required to provide the linkage between
132 * fragment shader input semantics and vertex_element/buffers.
133 */
134 {
135 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
136 TGSI_SEMANTIC_GENERIC };
137 const uint semantic_indexes[] = { 0, 0 };
138 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
139 semantic_indexes);
140 }
141
142 /* fragment shader */
143 ctx->fs[TGSI_WRITEMASK_XYZW] =
144 util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D,
145 TGSI_INTERPOLATE_LINEAR);
146 ctx->vbuf = NULL;
147
148 /* init vertex data that doesn't change */
149 for (i = 0; i < 4; i++) {
150 ctx->vertices[i][0][3] = 1.0f; /* w */
151 ctx->vertices[i][1][2] = 0.0f; /* r */
152 ctx->vertices[i][1][3] = 1.0f; /* q */
153 }
154
155 if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
156 ctx->internal_target = PIPE_TEXTURE_2D;
157 else
158 ctx->internal_target = PIPE_TEXTURE_RECT;
159
160 return ctx;
161 }
162
163
164 /**
165 * Destroy a blit context
166 */
167 void
168 util_destroy_blit(struct blit_state *ctx)
169 {
170 struct pipe_context *pipe = ctx->pipe;
171 unsigned i;
172
173 pipe->delete_vs_state(pipe, ctx->vs);
174
175 for (i = 0; i < Elements(ctx->fs); i++)
176 if (ctx->fs[i])
177 pipe->delete_fs_state(pipe, ctx->fs[i]);
178
179 if (ctx->fs_depth)
180 pipe->delete_fs_state(pipe, ctx->fs_depth);
181
182 pipe_resource_reference(&ctx->vbuf, NULL);
183
184 FREE(ctx);
185 }
186
187
188 /**
189 * Get offset of next free slot in vertex buffer for quad vertices.
190 */
191 static unsigned
192 get_next_slot( struct blit_state *ctx )
193 {
194 const unsigned max_slots = 4096 / sizeof ctx->vertices;
195
196 if (ctx->vbuf_slot >= max_slots)
197 util_blit_flush( ctx );
198
199 if (!ctx->vbuf) {
200 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
201 PIPE_BIND_VERTEX_BUFFER,
202 PIPE_USAGE_STREAM,
203 max_slots * sizeof ctx->vertices);
204 }
205
206 return ctx->vbuf_slot++ * sizeof ctx->vertices;
207 }
208
209
210
211
212 /**
213 * Setup vertex data for the textured quad we'll draw.
214 * Note: y=0=top
215 */
216 static unsigned
217 setup_vertex_data_tex(struct blit_state *ctx,
218 float x0, float y0, float x1, float y1,
219 float s0, float t0, float s1, float t1,
220 float z)
221 {
222 unsigned offset;
223
224 ctx->vertices[0][0][0] = x0;
225 ctx->vertices[0][0][1] = y0;
226 ctx->vertices[0][0][2] = z;
227 ctx->vertices[0][1][0] = s0; /*s*/
228 ctx->vertices[0][1][1] = t0; /*t*/
229
230 ctx->vertices[1][0][0] = x1;
231 ctx->vertices[1][0][1] = y0;
232 ctx->vertices[1][0][2] = z;
233 ctx->vertices[1][1][0] = s1; /*s*/
234 ctx->vertices[1][1][1] = t0; /*t*/
235
236 ctx->vertices[2][0][0] = x1;
237 ctx->vertices[2][0][1] = y1;
238 ctx->vertices[2][0][2] = z;
239 ctx->vertices[2][1][0] = s1;
240 ctx->vertices[2][1][1] = t1;
241
242 ctx->vertices[3][0][0] = x0;
243 ctx->vertices[3][0][1] = y1;
244 ctx->vertices[3][0][2] = z;
245 ctx->vertices[3][1][0] = s0;
246 ctx->vertices[3][1][1] = t1;
247
248 offset = get_next_slot( ctx );
249
250 pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
251 offset, sizeof(ctx->vertices), ctx->vertices);
252
253 return offset;
254 }
255
256
257 /**
258 * \return TRUE if two regions overlap, FALSE otherwise
259 */
260 static boolean
261 regions_overlap(int srcX0, int srcY0,
262 int srcX1, int srcY1,
263 int dstX0, int dstY0,
264 int dstX1, int dstY1)
265 {
266 if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
267 return FALSE; /* src completely left of dst */
268
269 if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
270 return FALSE; /* dst completely left of src */
271
272 if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
273 return FALSE; /* src completely above dst */
274
275 if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
276 return FALSE; /* dst completely above src */
277
278 return TRUE; /* some overlap */
279 }
280
281
282 /**
283 * Copy pixel block from src surface to dst surface.
284 * Overlapping regions are acceptable.
285 * Flipping and stretching are supported.
286 * \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
287 * \param writemask controls which channels in the dest surface are sourced
288 * from the src surface. Disabled channels are sourced
289 * from (0,0,0,1).
290 * XXX need some control over blitting stencil.
291 */
292 void
293 util_blit_pixels_writemask(struct blit_state *ctx,
294 struct pipe_resource *src_tex,
295 unsigned src_level,
296 int srcX0, int srcY0,
297 int srcX1, int srcY1,
298 int srcZ0,
299 struct pipe_surface *dst,
300 int dstX0, int dstY0,
301 int dstX1, int dstY1,
302 float z, uint filter,
303 uint writemask)
304 {
305 struct pipe_context *pipe = ctx->pipe;
306 struct pipe_screen *screen = pipe->screen;
307 struct pipe_sampler_view *sampler_view = NULL;
308 struct pipe_sampler_view sv_templ;
309 struct pipe_framebuffer_state fb;
310 const int srcW = abs(srcX1 - srcX0);
311 const int srcH = abs(srcY1 - srcY0);
312 unsigned offset;
313 boolean overlap, dst_is_depth;
314 float s0, t0, s1, t1;
315 boolean normalized;
316
317 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
318 filter == PIPE_TEX_MIPFILTER_LINEAR);
319
320 assert(src_level <= src_tex->last_level);
321
322 /* do the regions overlap? */
323 overlap = src_tex == dst->texture &&
324 dst->u.tex.level == src_level &&
325 dst->u.tex.first_layer == srcZ0 &&
326 regions_overlap(srcX0, srcY0, srcX1, srcY1,
327 dstX0, dstY0, dstX1, dstY1);
328
329 /*
330 * Check for simple case: no format conversion, no flipping, no stretching,
331 * no overlapping.
332 * Filter mode should not matter since there's no stretching.
333 */
334 if (dst->format == src_tex->format &&
335 srcX0 < srcX1 &&
336 dstX0 < dstX1 &&
337 srcY0 < srcY1 &&
338 dstY0 < dstY1 &&
339 (dstX1 - dstX0) == (srcX1 - srcX0) &&
340 (dstY1 - dstY0) == (srcY1 - srcY0) &&
341 !overlap) {
342 struct pipe_box src_box;
343 src_box.x = srcX0;
344 src_box.y = srcY0;
345 src_box.z = srcZ0;
346 src_box.width = srcW;
347 src_box.height = srcH;
348 src_box.depth = 1;
349 pipe->resource_copy_region(pipe,
350 dst->texture, dst->u.tex.level,
351 dstX0, dstY0, dst->u.tex.first_layer,/* dest */
352 src_tex, src_level,
353 &src_box);
354 return;
355 }
356
357 /* Create a temporary texture when src and dest alias or when src
358 * is anything other than a 2d texture.
359 * XXX should just use appropriate shader to access 1d / 3d slice / cube face,
360 * much like the u_blitter code does (should be pretty trivial).
361 *
362 * This can still be improved upon.
363 */
364 if ((src_tex == dst->texture &&
365 dst->u.tex.level == src_level &&
366 dst->u.tex.first_layer == srcZ0) ||
367 (src_tex->target != PIPE_TEXTURE_2D &&
368 src_tex->target != PIPE_TEXTURE_2D &&
369 src_tex->target != PIPE_TEXTURE_RECT))
370 {
371 struct pipe_resource texTemp;
372 struct pipe_resource *tex;
373 struct pipe_sampler_view sv_templ;
374 struct pipe_box src_box;
375 const int srcLeft = MIN2(srcX0, srcX1);
376 const int srcTop = MIN2(srcY0, srcY1);
377
378 if (srcLeft != srcX0) {
379 /* left-right flip */
380 int tmp = dstX0;
381 dstX0 = dstX1;
382 dstX1 = tmp;
383 }
384
385 if (srcTop != srcY0) {
386 /* up-down flip */
387 int tmp = dstY0;
388 dstY0 = dstY1;
389 dstY1 = tmp;
390 }
391
392 /* create temp texture */
393 memset(&texTemp, 0, sizeof(texTemp));
394 texTemp.target = ctx->internal_target;
395 texTemp.format = src_tex->format;
396 texTemp.last_level = 0;
397 texTemp.width0 = srcW;
398 texTemp.height0 = srcH;
399 texTemp.depth0 = 1;
400 texTemp.array_size = 1;
401 texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
402
403 tex = screen->resource_create(screen, &texTemp);
404 if (!tex)
405 return;
406
407 src_box.x = srcLeft;
408 src_box.y = srcTop;
409 src_box.z = srcZ0;
410 src_box.width = srcW;
411 src_box.height = srcH;
412 src_box.depth = 1;
413 /* load temp texture */
414 pipe->resource_copy_region(pipe,
415 tex, 0, 0, 0, 0, /* dest */
416 src_tex, src_level, &src_box);
417
418 normalized = tex->target != PIPE_TEXTURE_RECT;
419 if(normalized) {
420 s0 = 0.0f;
421 s1 = 1.0f;
422 t0 = 0.0f;
423 t1 = 1.0f;
424 }
425 else {
426 s0 = 0;
427 s1 = srcW;
428 t0 = 0;
429 t1 = srcH;
430 }
431
432 u_sampler_view_default_template(&sv_templ, tex, tex->format);
433 sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
434
435 if (!sampler_view) {
436 pipe_resource_reference(&tex, NULL);
437 return;
438 }
439 pipe_resource_reference(&tex, NULL);
440 }
441 else {
442 u_sampler_view_default_template(&sv_templ, src_tex, src_tex->format);
443 sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
444
445 if (!sampler_view) {
446 return;
447 }
448
449 s0 = srcX0;
450 s1 = srcX1;
451 t0 = srcY0;
452 t1 = srcY1;
453 normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
454 if(normalized)
455 {
456 s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
457 s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
458 t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
459 t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
460 }
461 }
462
463 dst_is_depth = util_format_is_depth_or_stencil(dst->format);
464
465 assert(screen->is_format_supported(screen, sampler_view->format, ctx->internal_target,
466 sampler_view->texture->nr_samples,
467 PIPE_BIND_SAMPLER_VIEW));
468 assert(screen->is_format_supported(screen, dst->format, ctx->internal_target,
469 dst->texture->nr_samples,
470 dst_is_depth ? PIPE_BIND_DEPTH_STENCIL :
471 PIPE_BIND_RENDER_TARGET));
472 /* save state (restored below) */
473 cso_save_blend(ctx->cso);
474 cso_save_depth_stencil_alpha(ctx->cso);
475 cso_save_rasterizer(ctx->cso);
476 cso_save_samplers(ctx->cso);
477 cso_save_fragment_sampler_views(ctx->cso);
478 cso_save_viewport(ctx->cso);
479 cso_save_framebuffer(ctx->cso);
480 cso_save_fragment_shader(ctx->cso);
481 cso_save_vertex_shader(ctx->cso);
482 cso_save_clip(ctx->cso);
483 cso_save_vertex_elements(ctx->cso);
484 cso_save_vertex_buffers(ctx->cso);
485
486 /* set misc state we care about */
487 cso_set_blend(ctx->cso, &ctx->blend);
488 cso_set_depth_stencil_alpha(ctx->cso,
489 dst_is_depth ? &ctx->depthstencil_write :
490 &ctx->depthstencil_keep);
491 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
492 cso_set_clip(ctx->cso, &ctx->clip);
493 cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
494
495 /* sampler */
496 ctx->sampler.normalized_coords = normalized;
497 ctx->sampler.min_img_filter = filter;
498 ctx->sampler.mag_img_filter = filter;
499 ctx->sampler.min_lod = src_level;
500 ctx->sampler.max_lod = src_level;
501 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
502 cso_single_sampler_done(ctx->cso);
503
504 /* viewport */
505 ctx->viewport.scale[0] = 0.5f * dst->width;
506 ctx->viewport.scale[1] = 0.5f * dst->height;
507 ctx->viewport.scale[2] = 0.5f;
508 ctx->viewport.scale[3] = 1.0f;
509 ctx->viewport.translate[0] = 0.5f * dst->width;
510 ctx->viewport.translate[1] = 0.5f * dst->height;
511 ctx->viewport.translate[2] = 0.5f;
512 ctx->viewport.translate[3] = 0.0f;
513 cso_set_viewport(ctx->cso, &ctx->viewport);
514
515 /* texture */
516 cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
517
518 /* shaders */
519 if (dst_is_depth) {
520 if (ctx->fs_depth == NULL)
521 ctx->fs_depth =
522 util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_2D,
523 TGSI_INTERPOLATE_LINEAR);
524
525 cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth);
526 } else {
527 if (ctx->fs[writemask] == NULL)
528 ctx->fs[writemask] =
529 util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D,
530 TGSI_INTERPOLATE_LINEAR,
531 writemask);
532
533 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
534 }
535 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
536
537 /* drawing dest */
538 memset(&fb, 0, sizeof(fb));
539 fb.width = dst->width;
540 fb.height = dst->height;
541 if (dst_is_depth) {
542 fb.zsbuf = dst;
543 } else {
544 fb.nr_cbufs = 1;
545 fb.cbufs[0] = dst;
546 }
547 cso_set_framebuffer(ctx->cso, &fb);
548
549 /* draw quad */
550 offset = setup_vertex_data_tex(ctx,
551 (float) dstX0 / dst->width * 2.0f - 1.0f,
552 (float) dstY0 / dst->height * 2.0f - 1.0f,
553 (float) dstX1 / dst->width * 2.0f - 1.0f,
554 (float) dstY1 / dst->height * 2.0f - 1.0f,
555 s0, t0,
556 s1, t1,
557 z);
558
559 util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset,
560 PIPE_PRIM_TRIANGLE_FAN,
561 4, /* verts */
562 2); /* attribs/vert */
563
564 /* restore state we changed */
565 cso_restore_blend(ctx->cso);
566 cso_restore_depth_stencil_alpha(ctx->cso);
567 cso_restore_rasterizer(ctx->cso);
568 cso_restore_samplers(ctx->cso);
569 cso_restore_fragment_sampler_views(ctx->cso);
570 cso_restore_viewport(ctx->cso);
571 cso_restore_framebuffer(ctx->cso);
572 cso_restore_fragment_shader(ctx->cso);
573 cso_restore_vertex_shader(ctx->cso);
574 cso_restore_clip(ctx->cso);
575 cso_restore_vertex_elements(ctx->cso);
576 cso_restore_vertex_buffers(ctx->cso);
577
578 pipe_sampler_view_reference(&sampler_view, NULL);
579 }
580
581
582 void
583 util_blit_pixels(struct blit_state *ctx,
584 struct pipe_resource *src_tex,
585 unsigned src_level,
586 int srcX0, int srcY0,
587 int srcX1, int srcY1,
588 int srcZ,
589 struct pipe_surface *dst,
590 int dstX0, int dstY0,
591 int dstX1, int dstY1,
592 float z, uint filter )
593 {
594 util_blit_pixels_writemask( ctx, src_tex,
595 src_level,
596 srcX0, srcY0,
597 srcX1, srcY1,
598 srcZ,
599 dst,
600 dstX0, dstY0,
601 dstX1, dstY1,
602 z, filter,
603 TGSI_WRITEMASK_XYZW );
604 }
605
606
607 /* Release vertex buffer at end of frame to avoid synchronous
608 * rendering.
609 */
610 void util_blit_flush( struct blit_state *ctx )
611 {
612 pipe_resource_reference(&ctx->vbuf, NULL);
613 ctx->vbuf_slot = 0;
614 }
615
616
617
618 /**
619 * Copy pixel block from src texture to dst surface.
620 *
621 * XXX Should support selection of level.
622 * XXX need some control over blitting Z and/or stencil.
623 */
624 void
625 util_blit_pixels_tex(struct blit_state *ctx,
626 struct pipe_sampler_view *src_sampler_view,
627 int srcX0, int srcY0,
628 int srcX1, int srcY1,
629 struct pipe_surface *dst,
630 int dstX0, int dstY0,
631 int dstX1, int dstY1,
632 float z, uint filter)
633 {
634 boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
635 struct pipe_framebuffer_state fb;
636 float s0, t0, s1, t1;
637 unsigned offset;
638 struct pipe_resource *tex = src_sampler_view->texture;
639
640 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
641 filter == PIPE_TEX_MIPFILTER_LINEAR);
642
643 assert(tex);
644 assert(tex->width0 != 0);
645 assert(tex->height0 != 0);
646
647 s0 = srcX0;
648 s1 = srcX1;
649 t0 = srcY0;
650 t1 = srcY1;
651
652 if(normalized)
653 {
654 s0 /= (float)tex->width0;
655 s1 /= (float)tex->width0;
656 t0 /= (float)tex->height0;
657 t1 /= (float)tex->height0;
658 }
659
660 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
661 PIPE_TEXTURE_2D,
662 dst->texture->nr_samples,
663 PIPE_BIND_RENDER_TARGET));
664
665 /* save state (restored below) */
666 cso_save_blend(ctx->cso);
667 cso_save_depth_stencil_alpha(ctx->cso);
668 cso_save_rasterizer(ctx->cso);
669 cso_save_samplers(ctx->cso);
670 cso_save_fragment_sampler_views(ctx->cso);
671 cso_save_viewport(ctx->cso);
672 cso_save_framebuffer(ctx->cso);
673 cso_save_fragment_shader(ctx->cso);
674 cso_save_vertex_shader(ctx->cso);
675 cso_save_clip(ctx->cso);
676 cso_save_vertex_elements(ctx->cso);
677 cso_save_vertex_buffers(ctx->cso);
678
679 /* set misc state we care about */
680 cso_set_blend(ctx->cso, &ctx->blend);
681 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil_keep);
682 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
683 cso_set_clip(ctx->cso, &ctx->clip);
684 cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
685
686 /* sampler */
687 ctx->sampler.normalized_coords = normalized;
688 ctx->sampler.min_img_filter = filter;
689 ctx->sampler.mag_img_filter = filter;
690 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
691 cso_single_sampler_done(ctx->cso);
692
693 /* viewport */
694 ctx->viewport.scale[0] = 0.5f * dst->width;
695 ctx->viewport.scale[1] = 0.5f * dst->height;
696 ctx->viewport.scale[2] = 0.5f;
697 ctx->viewport.scale[3] = 1.0f;
698 ctx->viewport.translate[0] = 0.5f * dst->width;
699 ctx->viewport.translate[1] = 0.5f * dst->height;
700 ctx->viewport.translate[2] = 0.5f;
701 ctx->viewport.translate[3] = 0.0f;
702 cso_set_viewport(ctx->cso, &ctx->viewport);
703
704 /* texture */
705 cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
706
707 /* shaders */
708 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
709 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
710
711 /* drawing dest */
712 memset(&fb, 0, sizeof(fb));
713 fb.width = dst->width;
714 fb.height = dst->height;
715 fb.nr_cbufs = 1;
716 fb.cbufs[0] = dst;
717 cso_set_framebuffer(ctx->cso, &fb);
718
719 /* draw quad */
720 offset = setup_vertex_data_tex(ctx,
721 (float) dstX0 / dst->width * 2.0f - 1.0f,
722 (float) dstY0 / dst->height * 2.0f - 1.0f,
723 (float) dstX1 / dst->width * 2.0f - 1.0f,
724 (float) dstY1 / dst->height * 2.0f - 1.0f,
725 s0, t0, s1, t1,
726 z);
727
728 util_draw_vertex_buffer(ctx->pipe, ctx->cso,
729 ctx->vbuf, offset,
730 PIPE_PRIM_TRIANGLE_FAN,
731 4, /* verts */
732 2); /* attribs/vert */
733
734 /* restore state we changed */
735 cso_restore_blend(ctx->cso);
736 cso_restore_depth_stencil_alpha(ctx->cso);
737 cso_restore_rasterizer(ctx->cso);
738 cso_restore_samplers(ctx->cso);
739 cso_restore_fragment_sampler_views(ctx->cso);
740 cso_restore_viewport(ctx->cso);
741 cso_restore_framebuffer(ctx->cso);
742 cso_restore_fragment_shader(ctx->cso);
743 cso_restore_vertex_shader(ctx->cso);
744 cso_restore_clip(ctx->cso);
745 cso_restore_vertex_elements(ctx->cso);
746 cso_restore_vertex_buffers(ctx->cso);
747 }