gallium: consolidate CSO sampler and sampler_view functions
[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
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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
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23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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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 "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_write_color, blend_keep_color;
60 struct pipe_depth_stencil_alpha_state dsa_keep_depthstencil;
61 struct pipe_depth_stencil_alpha_state dsa_write_depthstencil;
62 struct pipe_depth_stencil_alpha_state dsa_write_depth;
63 struct pipe_depth_stencil_alpha_state dsa_write_stencil;
64 struct pipe_rasterizer_state rasterizer;
65 struct pipe_sampler_state sampler;
66 struct pipe_viewport_state viewport;
67 struct pipe_vertex_element velem[2];
68 enum pipe_texture_target internal_target;
69
70 void *vs;
71 void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1];
72 void *fs_depthstencil[PIPE_MAX_TEXTURE_TYPES];
73 void *fs_depth[PIPE_MAX_TEXTURE_TYPES];
74 void *fs_stencil[PIPE_MAX_TEXTURE_TYPES];
75
76 struct pipe_resource *vbuf; /**< quad vertices */
77 unsigned vbuf_slot;
78
79 float vertices[4][2][4]; /**< vertex/texcoords for quad */
80
81 boolean has_stencil_export;
82 };
83
84
85 /**
86 * Create state object for blit.
87 * Intended to be created once and re-used for many blit() calls.
88 */
89 struct blit_state *
90 util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
91 {
92 struct blit_state *ctx;
93 uint i;
94
95 ctx = CALLOC_STRUCT(blit_state);
96 if (!ctx)
97 return NULL;
98
99 ctx->pipe = pipe;
100 ctx->cso = cso;
101
102 /* disabled blending/masking */
103 ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA;
104
105 /* depth stencil states */
106 ctx->dsa_write_depth.depth.enabled = 1;
107 ctx->dsa_write_depth.depth.writemask = 1;
108 ctx->dsa_write_depth.depth.func = PIPE_FUNC_ALWAYS;
109 ctx->dsa_write_stencil.stencil[0].enabled = 1;
110 ctx->dsa_write_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
111 ctx->dsa_write_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
112 ctx->dsa_write_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
113 ctx->dsa_write_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
114 ctx->dsa_write_stencil.stencil[0].valuemask = 0xff;
115 ctx->dsa_write_stencil.stencil[0].writemask = 0xff;
116 ctx->dsa_write_depthstencil.depth = ctx->dsa_write_depth.depth;
117 ctx->dsa_write_depthstencil.stencil[0] = ctx->dsa_write_stencil.stencil[0];
118
119 /* rasterizer */
120 ctx->rasterizer.cull_face = PIPE_FACE_NONE;
121 ctx->rasterizer.gl_rasterization_rules = 1;
122 ctx->rasterizer.depth_clip = 1;
123
124 /* samplers */
125 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
126 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
127 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
128 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
129 ctx->sampler.min_img_filter = 0; /* set later */
130 ctx->sampler.mag_img_filter = 0; /* set later */
131
132 /* vertex elements state */
133 for (i = 0; i < 2; i++) {
134 ctx->velem[i].src_offset = i * 4 * sizeof(float);
135 ctx->velem[i].instance_divisor = 0;
136 ctx->velem[i].vertex_buffer_index = 0;
137 ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
138 }
139
140 ctx->vbuf = NULL;
141
142 /* init vertex data that doesn't change */
143 for (i = 0; i < 4; i++) {
144 ctx->vertices[i][0][3] = 1.0f; /* w */
145 ctx->vertices[i][1][2] = 0.0f; /* r */
146 ctx->vertices[i][1][3] = 1.0f; /* q */
147 }
148
149 if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
150 ctx->internal_target = PIPE_TEXTURE_2D;
151 else
152 ctx->internal_target = PIPE_TEXTURE_RECT;
153
154 ctx->has_stencil_export =
155 pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
156
157 return ctx;
158 }
159
160
161 /**
162 * Destroy a blit context
163 */
164 void
165 util_destroy_blit(struct blit_state *ctx)
166 {
167 struct pipe_context *pipe = ctx->pipe;
168 unsigned i, j;
169
170 if (ctx->vs)
171 pipe->delete_vs_state(pipe, ctx->vs);
172
173 for (i = 0; i < Elements(ctx->fs); i++) {
174 for (j = 0; j < Elements(ctx->fs[i]); j++) {
175 if (ctx->fs[i][j])
176 pipe->delete_fs_state(pipe, ctx->fs[i][j]);
177 }
178 }
179
180 for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) {
181 if (ctx->fs_depthstencil[i]) {
182 pipe->delete_fs_state(pipe, ctx->fs_depthstencil[i]);
183 }
184 if (ctx->fs_depth[i]) {
185 pipe->delete_fs_state(pipe, ctx->fs_depth[i]);
186 }
187 if (ctx->fs_stencil[i]) {
188 pipe->delete_fs_state(pipe, ctx->fs_stencil[i]);
189 }
190 }
191
192 pipe_resource_reference(&ctx->vbuf, NULL);
193
194 FREE(ctx);
195 }
196
197
198 /**
199 * Helper function to set the fragment shaders.
200 */
201 static INLINE void
202 set_fragment_shader(struct blit_state *ctx, uint writemask,
203 enum pipe_texture_target pipe_tex)
204 {
205 if (!ctx->fs[pipe_tex][writemask]) {
206 unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex);
207
208 ctx->fs[pipe_tex][writemask] =
209 util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex,
210 TGSI_INTERPOLATE_LINEAR,
211 writemask);
212 }
213
214 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask]);
215 }
216
217
218 /**
219 * Helper function to set the shader which writes depth and stencil.
220 */
221 static INLINE void
222 set_depthstencil_fragment_shader(struct blit_state *ctx,
223 enum pipe_texture_target pipe_tex)
224 {
225 if (!ctx->fs_depthstencil[pipe_tex]) {
226 unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex);
227
228 ctx->fs_depthstencil[pipe_tex] =
229 util_make_fragment_tex_shader_writedepthstencil(ctx->pipe, tgsi_tex,
230 TGSI_INTERPOLATE_LINEAR);
231 }
232
233 cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depthstencil[pipe_tex]);
234 }
235
236
237 /**
238 * Helper function to set the shader which writes depth.
239 */
240 static INLINE void
241 set_depth_fragment_shader(struct blit_state *ctx,
242 enum pipe_texture_target pipe_tex)
243 {
244 if (!ctx->fs_depth[pipe_tex]) {
245 unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex);
246
247 ctx->fs_depth[pipe_tex] =
248 util_make_fragment_tex_shader_writedepth(ctx->pipe, tgsi_tex,
249 TGSI_INTERPOLATE_LINEAR);
250 }
251
252 cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth[pipe_tex]);
253 }
254
255
256 /**
257 * Helper function to set the shader which writes stencil.
258 */
259 static INLINE void
260 set_stencil_fragment_shader(struct blit_state *ctx,
261 enum pipe_texture_target pipe_tex)
262 {
263 if (!ctx->fs_stencil[pipe_tex]) {
264 unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex);
265
266 ctx->fs_stencil[pipe_tex] =
267 util_make_fragment_tex_shader_writestencil(ctx->pipe, tgsi_tex,
268 TGSI_INTERPOLATE_LINEAR);
269 }
270
271 cso_set_fragment_shader_handle(ctx->cso, ctx->fs_stencil[pipe_tex]);
272 }
273
274
275 /**
276 * Helper function to set the vertex shader.
277 */
278 static INLINE void
279 set_vertex_shader(struct blit_state *ctx)
280 {
281 /* vertex shader - still required to provide the linkage between
282 * fragment shader input semantics and vertex_element/buffers.
283 */
284 if (!ctx->vs) {
285 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
286 TGSI_SEMANTIC_GENERIC };
287 const uint semantic_indexes[] = { 0, 0 };
288 ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
289 semantic_names,
290 semantic_indexes);
291 }
292
293 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
294 }
295
296
297 /**
298 * Get offset of next free slot in vertex buffer for quad vertices.
299 */
300 static unsigned
301 get_next_slot( struct blit_state *ctx )
302 {
303 const unsigned max_slots = 4096 / sizeof ctx->vertices;
304
305 if (ctx->vbuf_slot >= max_slots) {
306 pipe_resource_reference(&ctx->vbuf, NULL);
307 ctx->vbuf_slot = 0;
308 }
309
310 if (!ctx->vbuf) {
311 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
312 PIPE_BIND_VERTEX_BUFFER,
313 PIPE_USAGE_STREAM,
314 max_slots * sizeof ctx->vertices);
315 }
316
317 return ctx->vbuf_slot++ * sizeof ctx->vertices;
318 }
319
320
321
322
323 /**
324 * Setup vertex data for the textured quad we'll draw.
325 * Note: y=0=top
326 */
327 static unsigned
328 setup_vertex_data_tex(struct blit_state *ctx,
329 float x0, float y0, float x1, float y1,
330 float s0, float t0, float s1, float t1,
331 float z)
332 {
333 unsigned offset;
334
335 ctx->vertices[0][0][0] = x0;
336 ctx->vertices[0][0][1] = y0;
337 ctx->vertices[0][0][2] = z;
338 ctx->vertices[0][1][0] = s0; /*s*/
339 ctx->vertices[0][1][1] = t0; /*t*/
340
341 ctx->vertices[1][0][0] = x1;
342 ctx->vertices[1][0][1] = y0;
343 ctx->vertices[1][0][2] = z;
344 ctx->vertices[1][1][0] = s1; /*s*/
345 ctx->vertices[1][1][1] = t0; /*t*/
346
347 ctx->vertices[2][0][0] = x1;
348 ctx->vertices[2][0][1] = y1;
349 ctx->vertices[2][0][2] = z;
350 ctx->vertices[2][1][0] = s1;
351 ctx->vertices[2][1][1] = t1;
352
353 ctx->vertices[3][0][0] = x0;
354 ctx->vertices[3][0][1] = y1;
355 ctx->vertices[3][0][2] = z;
356 ctx->vertices[3][1][0] = s0;
357 ctx->vertices[3][1][1] = t1;
358
359 offset = get_next_slot( ctx );
360
361 if (ctx->vbuf) {
362 pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
363 offset, sizeof(ctx->vertices), ctx->vertices);
364 }
365
366 return offset;
367 }
368
369
370 /**
371 * \return TRUE if two regions overlap, FALSE otherwise
372 */
373 static boolean
374 regions_overlap(int srcX0, int srcY0,
375 int srcX1, int srcY1,
376 int dstX0, int dstY0,
377 int dstX1, int dstY1)
378 {
379 if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
380 return FALSE; /* src completely left of dst */
381
382 if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
383 return FALSE; /* dst completely left of src */
384
385 if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
386 return FALSE; /* src completely above dst */
387
388 if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
389 return FALSE; /* dst completely above src */
390
391 return TRUE; /* some overlap */
392 }
393
394
395 /**
396 * Can we blit from src format to dest format with a simple copy?
397 */
398 static boolean
399 formats_compatible(enum pipe_format src_format,
400 enum pipe_format dst_format)
401 {
402 if (src_format == dst_format) {
403 return TRUE;
404 }
405 else {
406 const struct util_format_description *src_desc =
407 util_format_description(src_format);
408 const struct util_format_description *dst_desc =
409 util_format_description(dst_format);
410 return util_is_format_compatible(src_desc, dst_desc);
411 }
412 }
413
414
415 /**
416 * Copy pixel block from src surface to dst surface.
417 * Overlapping regions are acceptable.
418 * Flipping and stretching are supported.
419 * \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
420 * \param writemask controls which channels in the dest surface are sourced
421 * from the src surface. Disabled channels are sourced
422 * from (0,0,0,1).
423 */
424 void
425 util_blit_pixels(struct blit_state *ctx,
426 struct pipe_resource *src_tex,
427 unsigned src_level,
428 int srcX0, int srcY0,
429 int srcX1, int srcY1,
430 int srcZ0,
431 struct pipe_surface *dst,
432 int dstX0, int dstY0,
433 int dstX1, int dstY1,
434 float z, uint filter,
435 uint writemask, uint zs_writemask)
436 {
437 struct pipe_context *pipe = ctx->pipe;
438 struct pipe_screen *screen = pipe->screen;
439 enum pipe_format src_format, dst_format;
440 struct pipe_sampler_view *sampler_view = NULL;
441 struct pipe_sampler_view sv_templ;
442 struct pipe_surface *dst_surface;
443 struct pipe_framebuffer_state fb;
444 const int srcW = abs(srcX1 - srcX0);
445 const int srcH = abs(srcY1 - srcY0);
446 unsigned offset;
447 boolean overlap;
448 float s0, t0, s1, t1;
449 boolean normalized;
450 boolean is_stencil, is_depth, blit_depth, blit_stencil;
451 const struct util_format_description *src_desc =
452 util_format_description(src_tex->format);
453
454 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
455 filter == PIPE_TEX_MIPFILTER_LINEAR);
456
457 assert(src_level <= src_tex->last_level);
458
459 /* do the regions overlap? */
460 overlap = src_tex == dst->texture &&
461 dst->u.tex.level == src_level &&
462 dst->u.tex.first_layer == srcZ0 &&
463 regions_overlap(srcX0, srcY0, srcX1, srcY1,
464 dstX0, dstY0, dstX1, dstY1);
465
466 src_format = util_format_linear(src_tex->format);
467 dst_format = util_format_linear(dst->format);
468
469 /* See whether we will blit depth or stencil. */
470 is_depth = util_format_has_depth(src_desc);
471 is_stencil = util_format_has_stencil(src_desc);
472
473 blit_depth = is_depth && (zs_writemask & BLIT_WRITEMASK_Z);
474 blit_stencil = is_stencil && (zs_writemask & BLIT_WRITEMASK_STENCIL);
475
476 assert((writemask && !zs_writemask && !is_depth && !is_stencil) ||
477 (!writemask && (blit_depth || blit_stencil)));
478
479 /*
480 * Check for simple case: no format conversion, no flipping, no stretching,
481 * no overlapping.
482 * Filter mode should not matter since there's no stretching.
483 */
484 if (formats_compatible(src_format, dst_format) &&
485 is_stencil == blit_stencil &&
486 is_depth == blit_depth &&
487 srcX0 < srcX1 &&
488 dstX0 < dstX1 &&
489 srcY0 < srcY1 &&
490 dstY0 < dstY1 &&
491 (dstX1 - dstX0) == (srcX1 - srcX0) &&
492 (dstY1 - dstY0) == (srcY1 - srcY0) &&
493 !overlap) {
494 struct pipe_box src_box;
495 src_box.x = srcX0;
496 src_box.y = srcY0;
497 src_box.z = srcZ0;
498 src_box.width = srcW;
499 src_box.height = srcH;
500 src_box.depth = 1;
501 pipe->resource_copy_region(pipe,
502 dst->texture, dst->u.tex.level,
503 dstX0, dstY0, dst->u.tex.first_layer,/* dest */
504 src_tex, src_level,
505 &src_box);
506 return;
507 }
508
509 /* It's a mistake to call this function with a stencil format and
510 * without shader stencil export. We don't do software fallbacks here.
511 * Ignore stencil and only copy depth.
512 */
513 if (blit_stencil && !ctx->has_stencil_export) {
514 blit_stencil = FALSE;
515
516 if (!blit_depth)
517 return;
518 }
519
520 if (dst_format == dst->format) {
521 dst_surface = dst;
522 } else {
523 struct pipe_surface templ = *dst;
524 templ.format = dst_format;
525 dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
526 }
527
528 /* Create a temporary texture when src and dest alias.
529 */
530 if (src_tex == dst_surface->texture &&
531 dst_surface->u.tex.level == src_level &&
532 dst_surface->u.tex.first_layer == srcZ0) {
533 /* Make a temporary texture which contains a copy of the source pixels.
534 * Then we'll sample from the temporary texture.
535 */
536 struct pipe_resource texTemp;
537 struct pipe_resource *tex;
538 struct pipe_sampler_view sv_templ;
539 struct pipe_box src_box;
540 const int srcLeft = MIN2(srcX0, srcX1);
541 const int srcTop = MIN2(srcY0, srcY1);
542
543 if (srcLeft != srcX0) {
544 /* left-right flip */
545 int tmp = dstX0;
546 dstX0 = dstX1;
547 dstX1 = tmp;
548 }
549
550 if (srcTop != srcY0) {
551 /* up-down flip */
552 int tmp = dstY0;
553 dstY0 = dstY1;
554 dstY1 = tmp;
555 }
556
557 /* create temp texture */
558 memset(&texTemp, 0, sizeof(texTemp));
559 texTemp.target = ctx->internal_target;
560 texTemp.format = src_format;
561 texTemp.last_level = 0;
562 texTemp.width0 = srcW;
563 texTemp.height0 = srcH;
564 texTemp.depth0 = 1;
565 texTemp.array_size = 1;
566 texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
567
568 tex = screen->resource_create(screen, &texTemp);
569 if (!tex)
570 return;
571
572 src_box.x = srcLeft;
573 src_box.y = srcTop;
574 src_box.z = srcZ0;
575 src_box.width = srcW;
576 src_box.height = srcH;
577 src_box.depth = 1;
578 /* load temp texture */
579 pipe->resource_copy_region(pipe,
580 tex, 0, 0, 0, 0, /* dest */
581 src_tex, src_level, &src_box);
582
583 normalized = tex->target != PIPE_TEXTURE_RECT;
584 if(normalized) {
585 s0 = 0.0f;
586 s1 = 1.0f;
587 t0 = 0.0f;
588 t1 = 1.0f;
589 }
590 else {
591 s0 = 0;
592 s1 = srcW;
593 t0 = 0;
594 t1 = srcH;
595 }
596
597 u_sampler_view_default_template(&sv_templ, tex, tex->format);
598 if (!blit_depth && blit_stencil) {
599 /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
600 sv_templ.format = util_format_stencil_only(tex->format);
601 assert(sv_templ.format != PIPE_FORMAT_NONE);
602 }
603 sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
604
605 if (!sampler_view) {
606 pipe_resource_reference(&tex, NULL);
607 return;
608 }
609 pipe_resource_reference(&tex, NULL);
610 }
611 else {
612 /* Directly sample from the source resource/texture */
613 u_sampler_view_default_template(&sv_templ, src_tex, src_format);
614 if (!blit_depth && blit_stencil) {
615 /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
616 sv_templ.format = util_format_stencil_only(src_format);
617 assert(sv_templ.format != PIPE_FORMAT_NONE);
618 }
619 sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
620
621 if (!sampler_view) {
622 return;
623 }
624
625 s0 = srcX0;
626 s1 = srcX1;
627 t0 = srcY0;
628 t1 = srcY1;
629 normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
630 if(normalized)
631 {
632 s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
633 s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
634 t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
635 t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
636 }
637 }
638
639 assert(screen->is_format_supported(screen, sampler_view->format,
640 ctx->internal_target, sampler_view->texture->nr_samples,
641 PIPE_BIND_SAMPLER_VIEW));
642 assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
643 dst_surface->texture->nr_samples,
644 is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL :
645 PIPE_BIND_RENDER_TARGET));
646
647 /* save state (restored below) */
648 cso_save_blend(ctx->cso);
649 cso_save_depth_stencil_alpha(ctx->cso);
650 cso_save_rasterizer(ctx->cso);
651 cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
652 cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
653 cso_save_stream_outputs(ctx->cso);
654 cso_save_viewport(ctx->cso);
655 cso_save_framebuffer(ctx->cso);
656 cso_save_fragment_shader(ctx->cso);
657 cso_save_vertex_shader(ctx->cso);
658 cso_save_geometry_shader(ctx->cso);
659 cso_save_vertex_elements(ctx->cso);
660 cso_save_vertex_buffers(ctx->cso);
661
662 /* set misc state we care about */
663 if (writemask)
664 cso_set_blend(ctx->cso, &ctx->blend_write_color);
665 else
666 cso_set_blend(ctx->cso, &ctx->blend_keep_color);
667
668 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
669 cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
670 cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
671
672 /* default sampler state */
673 ctx->sampler.normalized_coords = normalized;
674 ctx->sampler.min_img_filter = filter;
675 ctx->sampler.mag_img_filter = filter;
676 ctx->sampler.min_lod = src_level;
677 ctx->sampler.max_lod = src_level;
678
679 /* Depth stencil state, fragment shader and sampler setup depending on what
680 * we blit.
681 */
682 if (blit_depth && blit_stencil) {
683 cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
684 /* don't filter stencil */
685 ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
686 ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
687 cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &ctx->sampler);
688
689 cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil);
690 set_depthstencil_fragment_shader(ctx, sampler_view->texture->target);
691 }
692 else if (blit_depth) {
693 cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
694 cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth);
695 set_depth_fragment_shader(ctx, sampler_view->texture->target);
696 }
697 else if (blit_stencil) {
698 /* don't filter stencil */
699 ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
700 ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
701 cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
702
703 cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil);
704 set_stencil_fragment_shader(ctx, sampler_view->texture->target);
705 }
706 else { /* color */
707 cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
708 cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
709 set_fragment_shader(ctx, writemask, sampler_view->texture->target);
710 }
711 cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
712
713 /* textures */
714 if (blit_depth && blit_stencil) {
715 /* Setup two samplers, one for depth and the other one for stencil. */
716 struct pipe_sampler_view templ;
717 struct pipe_sampler_view *views[2];
718
719 templ = *sampler_view;
720 templ.format = util_format_stencil_only(templ.format);
721 assert(templ.format != PIPE_FORMAT_NONE);
722
723 views[0] = sampler_view;
724 views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ);
725 cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 2, views);
726
727 pipe_sampler_view_reference(&views[1], NULL);
728 }
729 else {
730 cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &sampler_view);
731 }
732
733 /* viewport */
734 ctx->viewport.scale[0] = 0.5f * dst_surface->width;
735 ctx->viewport.scale[1] = 0.5f * dst_surface->height;
736 ctx->viewport.scale[2] = 0.5f;
737 ctx->viewport.scale[3] = 1.0f;
738 ctx->viewport.translate[0] = 0.5f * dst_surface->width;
739 ctx->viewport.translate[1] = 0.5f * dst_surface->height;
740 ctx->viewport.translate[2] = 0.5f;
741 ctx->viewport.translate[3] = 0.0f;
742 cso_set_viewport(ctx->cso, &ctx->viewport);
743
744 set_vertex_shader(ctx);
745 cso_set_geometry_shader_handle(ctx->cso, NULL);
746
747 /* drawing dest */
748 memset(&fb, 0, sizeof(fb));
749 fb.width = dst_surface->width;
750 fb.height = dst_surface->height;
751 if (blit_depth || blit_stencil) {
752 fb.zsbuf = dst_surface;
753 } else {
754 fb.nr_cbufs = 1;
755 fb.cbufs[0] = dst_surface;
756 }
757 cso_set_framebuffer(ctx->cso, &fb);
758
759 /* draw quad */
760 offset = setup_vertex_data_tex(ctx,
761 (float) dstX0 / dst_surface->width * 2.0f - 1.0f,
762 (float) dstY0 / dst_surface->height * 2.0f - 1.0f,
763 (float) dstX1 / dst_surface->width * 2.0f - 1.0f,
764 (float) dstY1 / dst_surface->height * 2.0f - 1.0f,
765 s0, t0,
766 s1, t1,
767 z);
768
769 if (ctx->vbuf) {
770 util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset,
771 PIPE_PRIM_TRIANGLE_FAN,
772 4, /* verts */
773 2); /* attribs/vert */
774 }
775
776 /* restore state we changed */
777 cso_restore_blend(ctx->cso);
778 cso_restore_depth_stencil_alpha(ctx->cso);
779 cso_restore_rasterizer(ctx->cso);
780 cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
781 cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
782 cso_restore_viewport(ctx->cso);
783 cso_restore_framebuffer(ctx->cso);
784 cso_restore_fragment_shader(ctx->cso);
785 cso_restore_vertex_shader(ctx->cso);
786 cso_restore_geometry_shader(ctx->cso);
787 cso_restore_vertex_elements(ctx->cso);
788 cso_restore_vertex_buffers(ctx->cso);
789 cso_restore_stream_outputs(ctx->cso);
790
791 pipe_sampler_view_reference(&sampler_view, NULL);
792 if (dst_surface != dst)
793 pipe_surface_reference(&dst_surface, NULL);
794 }
795
796
797 /**
798 * Copy pixel block from src texture to dst surface.
799 * The sampler view's first_level field indicates the source
800 * mipmap level to use.
801 * XXX need some control over blitting Z and/or stencil.
802 */
803 void
804 util_blit_pixels_tex(struct blit_state *ctx,
805 struct pipe_sampler_view *src_sampler_view,
806 int srcX0, int srcY0,
807 int srcX1, int srcY1,
808 struct pipe_surface *dst,
809 int dstX0, int dstY0,
810 int dstX1, int dstY1,
811 float z, uint filter)
812 {
813 boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
814 struct pipe_framebuffer_state fb;
815 float s0, t0, s1, t1;
816 unsigned offset;
817 struct pipe_resource *tex = src_sampler_view->texture;
818
819 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
820 filter == PIPE_TEX_MIPFILTER_LINEAR);
821
822 assert(tex);
823 assert(tex->width0 != 0);
824 assert(tex->height0 != 0);
825
826 s0 = srcX0;
827 s1 = srcX1;
828 t0 = srcY0;
829 t1 = srcY1;
830
831 if(normalized)
832 {
833 /* normalize according to the mipmap level's size */
834 int level = src_sampler_view->u.tex.first_level;
835 float w = (float) u_minify(tex->width0, level);
836 float h = (float) u_minify(tex->height0, level);
837 s0 /= w;
838 s1 /= w;
839 t0 /= h;
840 t1 /= h;
841 }
842
843 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
844 PIPE_TEXTURE_2D,
845 dst->texture->nr_samples,
846 PIPE_BIND_RENDER_TARGET));
847
848 /* save state (restored below) */
849 cso_save_blend(ctx->cso);
850 cso_save_depth_stencil_alpha(ctx->cso);
851 cso_save_rasterizer(ctx->cso);
852 cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
853 cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
854 cso_save_stream_outputs(ctx->cso);
855 cso_save_viewport(ctx->cso);
856 cso_save_framebuffer(ctx->cso);
857 cso_save_fragment_shader(ctx->cso);
858 cso_save_vertex_shader(ctx->cso);
859 cso_save_geometry_shader(ctx->cso);
860 cso_save_vertex_elements(ctx->cso);
861 cso_save_vertex_buffers(ctx->cso);
862
863 /* set misc state we care about */
864 cso_set_blend(ctx->cso, &ctx->blend_write_color);
865 cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
866 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
867 cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
868 cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
869
870 /* sampler */
871 ctx->sampler.normalized_coords = normalized;
872 ctx->sampler.min_img_filter = filter;
873 ctx->sampler.mag_img_filter = filter;
874 cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
875 cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
876
877 /* viewport */
878 ctx->viewport.scale[0] = 0.5f * dst->width;
879 ctx->viewport.scale[1] = 0.5f * dst->height;
880 ctx->viewport.scale[2] = 0.5f;
881 ctx->viewport.scale[3] = 1.0f;
882 ctx->viewport.translate[0] = 0.5f * dst->width;
883 ctx->viewport.translate[1] = 0.5f * dst->height;
884 ctx->viewport.translate[2] = 0.5f;
885 ctx->viewport.translate[3] = 0.0f;
886 cso_set_viewport(ctx->cso, &ctx->viewport);
887
888 /* texture */
889 cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &src_sampler_view);
890
891 /* shaders */
892 set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW,
893 src_sampler_view->texture->target);
894 set_vertex_shader(ctx);
895 cso_set_geometry_shader_handle(ctx->cso, NULL);
896
897 /* drawing dest */
898 memset(&fb, 0, sizeof(fb));
899 fb.width = dst->width;
900 fb.height = dst->height;
901 fb.nr_cbufs = 1;
902 fb.cbufs[0] = dst;
903 cso_set_framebuffer(ctx->cso, &fb);
904
905 /* draw quad */
906 offset = setup_vertex_data_tex(ctx,
907 (float) dstX0 / dst->width * 2.0f - 1.0f,
908 (float) dstY0 / dst->height * 2.0f - 1.0f,
909 (float) dstX1 / dst->width * 2.0f - 1.0f,
910 (float) dstY1 / dst->height * 2.0f - 1.0f,
911 s0, t0, s1, t1,
912 z);
913
914 util_draw_vertex_buffer(ctx->pipe, ctx->cso,
915 ctx->vbuf, offset,
916 PIPE_PRIM_TRIANGLE_FAN,
917 4, /* verts */
918 2); /* attribs/vert */
919
920 /* restore state we changed */
921 cso_restore_blend(ctx->cso);
922 cso_restore_depth_stencil_alpha(ctx->cso);
923 cso_restore_rasterizer(ctx->cso);
924 cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
925 cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
926 cso_restore_viewport(ctx->cso);
927 cso_restore_framebuffer(ctx->cso);
928 cso_restore_fragment_shader(ctx->cso);
929 cso_restore_vertex_shader(ctx->cso);
930 cso_restore_geometry_shader(ctx->cso);
931 cso_restore_vertex_elements(ctx->cso);
932 cso_restore_vertex_buffers(ctx->cso);
933 cso_restore_stream_outputs(ctx->cso);
934 }