gallium: no need to keep a copy of shader tokens in state tracker
[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 *
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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 "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.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 ctx->rasterizer.gl_rasterization_rules = 1;
108
109 /* samplers */
110 memset(&ctx->sampler, 0, sizeof(ctx->sampler));
111 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
112 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
113 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
114 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
115 ctx->sampler.min_img_filter = 0; /* set later */
116 ctx->sampler.mag_img_filter = 0; /* set later */
117 ctx->sampler.normalized_coords = 1;
118
119 /* viewport (identity, we setup vertices in wincoords) */
120 ctx->viewport.scale[0] = 1.0;
121 ctx->viewport.scale[1] = 1.0;
122 ctx->viewport.scale[2] = 1.0;
123 ctx->viewport.scale[3] = 1.0;
124 ctx->viewport.translate[0] = 0.0;
125 ctx->viewport.translate[1] = 0.0;
126 ctx->viewport.translate[2] = 0.0;
127 ctx->viewport.translate[3] = 0.0;
128
129 /* vertex shader */
130 {
131 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
132 TGSI_SEMANTIC_GENERIC };
133 const uint semantic_indexes[] = { 0, 0 };
134 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
135 semantic_indexes);
136 }
137
138 /* fragment shader */
139 ctx->fs = util_make_fragment_tex_shader(pipe);
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 return ctx;
150 }
151
152
153 /**
154 * Destroy a blit context
155 */
156 void
157 util_destroy_blit(struct blit_state *ctx)
158 {
159 struct pipe_context *pipe = ctx->pipe;
160
161 pipe->delete_vs_state(pipe, ctx->vs);
162 pipe->delete_fs_state(pipe, ctx->fs);
163
164 pipe_buffer_reference(&ctx->vbuf, NULL);
165
166 FREE(ctx);
167 }
168
169
170 static unsigned get_next_slot( struct blit_state *ctx )
171 {
172 const unsigned max_slots = 4096 / sizeof ctx->vertices;
173
174 if (ctx->vbuf_slot >= max_slots)
175 util_blit_flush( ctx );
176
177 if (!ctx->vbuf) {
178 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
179 32,
180 PIPE_BUFFER_USAGE_VERTEX,
181 max_slots * sizeof ctx->vertices);
182 }
183
184 return ctx->vbuf_slot++ * sizeof ctx->vertices;
185 }
186
187
188
189 /**
190 * Setup vertex data for the textured quad we'll draw.
191 * Note: y=0=top
192 */
193 static unsigned
194 setup_vertex_data(struct blit_state *ctx,
195 float x0, float y0, float x1, float y1, float z)
196 {
197 unsigned offset;
198
199 ctx->vertices[0][0][0] = x0;
200 ctx->vertices[0][0][1] = y0;
201 ctx->vertices[0][0][2] = z;
202 ctx->vertices[0][1][0] = 0.0f; /*s*/
203 ctx->vertices[0][1][1] = 0.0f; /*t*/
204
205 ctx->vertices[1][0][0] = x1;
206 ctx->vertices[1][0][1] = y0;
207 ctx->vertices[1][0][2] = z;
208 ctx->vertices[1][1][0] = 1.0f; /*s*/
209 ctx->vertices[1][1][1] = 0.0f; /*t*/
210
211 ctx->vertices[2][0][0] = x1;
212 ctx->vertices[2][0][1] = y1;
213 ctx->vertices[2][0][2] = z;
214 ctx->vertices[2][1][0] = 1.0f;
215 ctx->vertices[2][1][1] = 1.0f;
216
217 ctx->vertices[3][0][0] = x0;
218 ctx->vertices[3][0][1] = y1;
219 ctx->vertices[3][0][2] = z;
220 ctx->vertices[3][1][0] = 0.0f;
221 ctx->vertices[3][1][1] = 1.0f;
222
223 offset = get_next_slot( ctx );
224
225 pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
226 offset, sizeof(ctx->vertices), ctx->vertices);
227
228 return offset;
229 }
230
231
232 /**
233 * Setup vertex data for the textured quad we'll draw.
234 * Note: y=0=top
235 */
236 static unsigned
237 setup_vertex_data_tex(struct blit_state *ctx,
238 float x0, float y0, float x1, float y1,
239 float s0, float t0, float s1, float t1,
240 float z)
241 {
242 unsigned offset;
243
244 ctx->vertices[0][0][0] = x0;
245 ctx->vertices[0][0][1] = y0;
246 ctx->vertices[0][0][2] = z;
247 ctx->vertices[0][1][0] = s0; /*s*/
248 ctx->vertices[0][1][1] = t0; /*t*/
249
250 ctx->vertices[1][0][0] = x1;
251 ctx->vertices[1][0][1] = y0;
252 ctx->vertices[1][0][2] = z;
253 ctx->vertices[1][1][0] = s1; /*s*/
254 ctx->vertices[1][1][1] = t0; /*t*/
255
256 ctx->vertices[2][0][0] = x1;
257 ctx->vertices[2][0][1] = y1;
258 ctx->vertices[2][0][2] = z;
259 ctx->vertices[2][1][0] = s1;
260 ctx->vertices[2][1][1] = t1;
261
262 ctx->vertices[3][0][0] = x0;
263 ctx->vertices[3][0][1] = y1;
264 ctx->vertices[3][0][2] = z;
265 ctx->vertices[3][1][0] = s0;
266 ctx->vertices[3][1][1] = t1;
267
268 offset = get_next_slot( ctx );
269
270 pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
271 offset, sizeof(ctx->vertices), ctx->vertices);
272
273 return offset;
274 }
275 /**
276 * Copy pixel block from src surface to dst surface.
277 * Overlapping regions are acceptable.
278 * XXX need some control over blitting Z and/or stencil.
279 */
280 void
281 util_blit_pixels(struct blit_state *ctx,
282 struct pipe_surface *src,
283 int srcX0, int srcY0,
284 int srcX1, int srcY1,
285 struct pipe_surface *dst,
286 int dstX0, int dstY0,
287 int dstX1, int dstY1,
288 float z, uint filter)
289 {
290 struct pipe_context *pipe = ctx->pipe;
291 struct pipe_screen *screen = pipe->screen;
292 struct pipe_texture texTemp, *tex;
293 struct pipe_surface *texSurf;
294 struct pipe_framebuffer_state fb;
295 const int srcW = abs(srcX1 - srcX0);
296 const int srcH = abs(srcY1 - srcY0);
297 const int srcLeft = MIN2(srcX0, srcX1);
298 const int srcTop = MIN2(srcY0, srcY1);
299 unsigned offset;
300
301 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
302 filter == PIPE_TEX_MIPFILTER_LINEAR);
303
304 if (srcLeft != srcX0) {
305 /* left-right flip */
306 int tmp = dstX0;
307 dstX0 = dstX1;
308 dstX1 = tmp;
309 }
310
311 if (srcTop != srcY0) {
312 /* up-down flip */
313 int tmp = dstY0;
314 dstY0 = dstY1;
315 dstY1 = tmp;
316 }
317
318 assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
319 PIPE_TEXTURE_USAGE_SAMPLER, 0));
320 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
321 PIPE_TEXTURE_USAGE_SAMPLER, 0));
322
323 if(dst->format == src->format && (dstX1 - dstX0) == srcW && (dstY1 - dstY0) == srcH) {
324 /* FIXME: this will most surely fail for overlapping rectangles */
325 pipe->surface_copy(pipe,
326 dst, dstX0, dstY0, /* dest */
327 src, srcX0, srcY0, /* src */
328 srcW, srcH); /* size */
329 return;
330 }
331
332 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
333 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
334
335 /*
336 * XXX for now we're always creating a temporary texture.
337 * Strictly speaking that's not always needed.
338 */
339
340 /* create temp texture */
341 memset(&texTemp, 0, sizeof(texTemp));
342 texTemp.target = PIPE_TEXTURE_2D;
343 texTemp.format = src->format;
344 texTemp.last_level = 0;
345 texTemp.width[0] = srcW;
346 texTemp.height[0] = srcH;
347 texTemp.depth[0] = 1;
348 texTemp.compressed = 0;
349 pf_get_block(src->format, &texTemp.block);
350
351 tex = screen->texture_create(screen, &texTemp);
352 if (!tex)
353 return;
354
355 texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
356 PIPE_BUFFER_USAGE_GPU_WRITE);
357
358 /* load temp texture */
359 pipe->surface_copy(pipe,
360 texSurf, 0, 0, /* dest */
361 src, srcLeft, srcTop, /* src */
362 srcW, srcH); /* size */
363
364 /* free the surface, update the texture if necessary.
365 */
366 pipe_surface_reference(&texSurf, NULL);
367
368 /* save state (restored below) */
369 cso_save_blend(ctx->cso);
370 cso_save_depth_stencil_alpha(ctx->cso);
371 cso_save_rasterizer(ctx->cso);
372 cso_save_samplers(ctx->cso);
373 cso_save_sampler_textures(ctx->cso);
374 cso_save_framebuffer(ctx->cso);
375 cso_save_fragment_shader(ctx->cso);
376 cso_save_vertex_shader(ctx->cso);
377 cso_save_viewport(ctx->cso);
378
379 /* set misc state we care about */
380 cso_set_blend(ctx->cso, &ctx->blend);
381 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
382 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
383 cso_set_viewport(ctx->cso, &ctx->viewport);
384
385 /* sampler */
386 ctx->sampler.min_img_filter = filter;
387 ctx->sampler.mag_img_filter = filter;
388 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
389 cso_single_sampler_done(ctx->cso);
390
391 /* texture */
392 cso_set_sampler_textures(ctx->cso, 1, &tex);
393
394 /* shaders */
395 cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
396 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
397
398 /* drawing dest */
399 memset(&fb, 0, sizeof(fb));
400 fb.width = dst->width;
401 fb.height = dst->height;
402 fb.nr_cbufs = 1;
403 fb.cbufs[0] = dst;
404 cso_set_framebuffer(ctx->cso, &fb);
405
406 /* draw quad */
407 offset = setup_vertex_data(ctx,
408 (float) dstX0, (float) dstY0,
409 (float) dstX1, (float) dstY1, z);
410
411 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
412 PIPE_PRIM_TRIANGLE_FAN,
413 4, /* verts */
414 2); /* attribs/vert */
415
416 /* restore state we changed */
417 cso_restore_blend(ctx->cso);
418 cso_restore_depth_stencil_alpha(ctx->cso);
419 cso_restore_rasterizer(ctx->cso);
420 cso_restore_samplers(ctx->cso);
421 cso_restore_sampler_textures(ctx->cso);
422 cso_restore_framebuffer(ctx->cso);
423 cso_restore_fragment_shader(ctx->cso);
424 cso_restore_vertex_shader(ctx->cso);
425 cso_restore_viewport(ctx->cso);
426
427 pipe_texture_reference(&tex, NULL);
428 }
429
430
431 /* Release vertex buffer at end of frame to avoid synchronous
432 * rendering.
433 */
434 void util_blit_flush( struct blit_state *ctx )
435 {
436 pipe_buffer_reference(&ctx->vbuf, NULL);
437 ctx->vbuf_slot = 0;
438 }
439
440
441
442 /**
443 * Copy pixel block from src texture to dst surface.
444 * Overlapping regions are acceptable.
445 *
446 * XXX Should support selection of level.
447 * XXX need some control over blitting Z and/or stencil.
448 */
449 void
450 util_blit_pixels_tex(struct blit_state *ctx,
451 struct pipe_texture *tex,
452 int srcX0, int srcY0,
453 int srcX1, int srcY1,
454 struct pipe_surface *dst,
455 int dstX0, int dstY0,
456 int dstX1, int dstY1,
457 float z, uint filter)
458 {
459 struct pipe_framebuffer_state fb;
460 float s0, t0, s1, t1;
461 unsigned offset;
462
463 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
464 filter == PIPE_TEX_MIPFILTER_LINEAR);
465
466 assert(tex->width[0] != 0);
467 assert(tex->height[0] != 0);
468
469 s0 = srcX0 / (float)tex->width[0];
470 s1 = srcX1 / (float)tex->width[0];
471 t0 = srcY0 / (float)tex->height[0];
472 t1 = srcY1 / (float)tex->height[0];
473
474 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
475 PIPE_TEXTURE_2D,
476 PIPE_TEXTURE_USAGE_RENDER_TARGET,
477 0));
478
479 /* save state (restored below) */
480 cso_save_blend(ctx->cso);
481 cso_save_depth_stencil_alpha(ctx->cso);
482 cso_save_rasterizer(ctx->cso);
483 cso_save_samplers(ctx->cso);
484 cso_save_sampler_textures(ctx->cso);
485 cso_save_framebuffer(ctx->cso);
486 cso_save_fragment_shader(ctx->cso);
487 cso_save_vertex_shader(ctx->cso);
488 cso_save_viewport(ctx->cso);
489
490 /* set misc state we care about */
491 cso_set_blend(ctx->cso, &ctx->blend);
492 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
493 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
494 cso_set_viewport(ctx->cso, &ctx->viewport);
495
496 /* sampler */
497 ctx->sampler.min_img_filter = filter;
498 ctx->sampler.mag_img_filter = filter;
499 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
500 cso_single_sampler_done(ctx->cso);
501
502 /* texture */
503 cso_set_sampler_textures(ctx->cso, 1, &tex);
504
505 /* shaders */
506 cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
507 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
508
509 /* drawing dest */
510 memset(&fb, 0, sizeof(fb));
511 fb.width = dst->width;
512 fb.height = dst->height;
513 fb.nr_cbufs = 1;
514 fb.cbufs[0] = dst;
515 cso_set_framebuffer(ctx->cso, &fb);
516
517 /* draw quad */
518 offset = setup_vertex_data_tex(ctx,
519 (float) dstX0, (float) dstY0,
520 (float) dstX1, (float) dstY1,
521 s0, t0, s1, t1,
522 z);
523
524 util_draw_vertex_buffer(ctx->pipe,
525 ctx->vbuf, offset,
526 PIPE_PRIM_TRIANGLE_FAN,
527 4, /* verts */
528 2); /* attribs/vert */
529
530 /* restore state we changed */
531 cso_restore_blend(ctx->cso);
532 cso_restore_depth_stencil_alpha(ctx->cso);
533 cso_restore_rasterizer(ctx->cso);
534 cso_restore_samplers(ctx->cso);
535 cso_restore_sampler_textures(ctx->cso);
536 cso_restore_framebuffer(ctx->cso);
537 cso_restore_fragment_shader(ctx->cso);
538 cso_restore_vertex_shader(ctx->cso);
539 cso_restore_viewport(ctx->cso);
540 }