/**************************************************************************
*
- * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2008 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_sampler.h"
+#include "util/u_texture.h"
#include "util/u_simple_shaders.h"
#include "cso_cache/cso_context.h"
struct pipe_context *pipe;
struct cso_context *cso;
- struct pipe_blend_state blend;
- struct pipe_depth_stencil_alpha_state depthstencil_keep;
- struct pipe_depth_stencil_alpha_state depthstencil_write;
+ struct pipe_blend_state blend_write_color;
+ struct pipe_depth_stencil_alpha_state dsa_keep_depthstencil;
struct pipe_rasterizer_state rasterizer;
struct pipe_sampler_state sampler;
struct pipe_viewport_state viewport;
- struct pipe_clip_state clip;
struct pipe_vertex_element velem[2];
- enum pipe_texture_target internal_target;
void *vs;
- void *fs[TGSI_WRITEMASK_XYZW + 1];
- void *fs_depth;
+ void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1][3];
struct pipe_resource *vbuf; /**< quad vertices */
unsigned vbuf_slot;
ctx->cso = cso;
/* disabled blending/masking */
- memset(&ctx->blend, 0, sizeof(ctx->blend));
- ctx->blend.rt[0].colormask = PIPE_MASK_RGBA;
-
- /* no-op depth/stencil/alpha */
- memset(&ctx->depthstencil_keep, 0, sizeof(ctx->depthstencil_keep));
- memset(&ctx->depthstencil_write, 0, sizeof(ctx->depthstencil_write));
- ctx->depthstencil_write.depth.enabled = 1;
- ctx->depthstencil_write.depth.writemask = 1;
- ctx->depthstencil_write.depth.func = PIPE_FUNC_ALWAYS;
+ ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA;
/* rasterizer */
- memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
ctx->rasterizer.cull_face = PIPE_FACE_NONE;
- ctx->rasterizer.gl_rasterization_rules = 1;
+ ctx->rasterizer.half_pixel_center = 1;
+ ctx->rasterizer.bottom_edge_rule = 1;
+ ctx->rasterizer.depth_clip = 1;
/* samplers */
- memset(&ctx->sampler, 0, sizeof(ctx->sampler));
ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->sampler.mag_img_filter = 0; /* set later */
/* vertex elements state */
- memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2);
for (i = 0; i < 2; i++) {
ctx->velem[i].src_offset = i * 4 * sizeof(float);
ctx->velem[i].instance_divisor = 0;
- ctx->velem[i].vertex_buffer_index = 0;
+ ctx->velem[i].vertex_buffer_index = cso_get_aux_vertex_buffer_slot(cso);
ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
- /* vertex shader - still required to provide the linkage between
- * fragment shader input semantics and vertex_element/buffers.
- */
- {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_GENERIC };
- const uint semantic_indexes[] = { 0, 0 };
- ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
- semantic_indexes);
- }
-
- /* fragment shader */
- ctx->fs[TGSI_WRITEMASK_XYZW] =
- util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D,
- TGSI_INTERPOLATE_LINEAR);
ctx->vbuf = NULL;
/* init vertex data that doesn't change */
for (i = 0; i < 4; i++) {
ctx->vertices[i][0][3] = 1.0f; /* w */
- ctx->vertices[i][1][2] = 0.0f; /* r */
ctx->vertices[i][1][3] = 1.0f; /* q */
}
- if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
- ctx->internal_target = PIPE_TEXTURE_2D;
- else
- ctx->internal_target = PIPE_TEXTURE_RECT;
-
return ctx;
}
util_destroy_blit(struct blit_state *ctx)
{
struct pipe_context *pipe = ctx->pipe;
- unsigned i;
-
- pipe->delete_vs_state(pipe, ctx->vs);
+ unsigned i, j, k;
- for (i = 0; i < Elements(ctx->fs); i++)
- if (ctx->fs[i])
- pipe->delete_fs_state(pipe, ctx->fs[i]);
+ if (ctx->vs)
+ pipe->delete_vs_state(pipe, ctx->vs);
- if (ctx->fs_depth)
- pipe->delete_fs_state(pipe, ctx->fs_depth);
+ for (i = 0; i < Elements(ctx->fs); i++) {
+ for (j = 0; j < Elements(ctx->fs[i]); j++) {
+ for (k = 0; k < Elements(ctx->fs[i][j]); k++) {
+ if (ctx->fs[i][j][k])
+ pipe->delete_fs_state(pipe, ctx->fs[i][j][k]);
+ }
+ }
+ }
pipe_resource_reference(&ctx->vbuf, NULL);
}
+/**
+ * Helper function to set the fragment shaders.
+ */
+static inline void
+set_fragment_shader(struct blit_state *ctx, uint writemask,
+ enum pipe_format format,
+ enum pipe_texture_target pipe_tex)
+{
+ enum tgsi_return_type stype;
+ unsigned idx;
+
+ if (util_format_is_pure_uint(format)) {
+ stype = TGSI_RETURN_TYPE_UINT;
+ idx = 0;
+ } else if (util_format_is_pure_sint(format)) {
+ stype = TGSI_RETURN_TYPE_SINT;
+ idx = 1;
+ } else {
+ stype = TGSI_RETURN_TYPE_FLOAT;
+ idx = 2;
+ }
+
+ if (!ctx->fs[pipe_tex][writemask][idx]) {
+ unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
+
+ ctx->fs[pipe_tex][writemask][idx] =
+ util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex,
+ TGSI_INTERPOLATE_LINEAR,
+ writemask,
+ stype);
+ }
+
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask][idx]);
+}
+
+
+/**
+ * Helper function to set the vertex shader.
+ */
+static inline void
+set_vertex_shader(struct blit_state *ctx)
+{
+ /* vertex shader - still required to provide the linkage between
+ * fragment shader input semantics and vertex_element/buffers.
+ */
+ if (!ctx->vs) {
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_GENERIC };
+ const uint semantic_indexes[] = { 0, 0 };
+ ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
+ semantic_names,
+ semantic_indexes, FALSE);
+ }
+
+ cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+}
+
+
/**
* Get offset of next free slot in vertex buffer for quad vertices.
*/
{
const unsigned max_slots = 4096 / sizeof ctx->vertices;
- if (ctx->vbuf_slot >= max_slots)
- util_blit_flush( ctx );
+ if (ctx->vbuf_slot >= max_slots) {
+ pipe_resource_reference(&ctx->vbuf, NULL);
+ ctx->vbuf_slot = 0;
+ }
if (!ctx->vbuf) {
ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
/**
* Setup vertex data for the textured quad we'll draw.
* Note: y=0=top
+ *
+ * FIXME: We should call util_map_texcoords2d_onto_cubemap
+ * for cubemaps.
*/
static unsigned
setup_vertex_data_tex(struct blit_state *ctx,
+ unsigned src_target,
+ unsigned src_face,
float x0, float y0, float x1, float y1,
float s0, float t0, float s1, float t1,
float z)
ctx->vertices[0][0][2] = z;
ctx->vertices[0][1][0] = s0; /*s*/
ctx->vertices[0][1][1] = t0; /*t*/
+ ctx->vertices[0][1][2] = 0; /*r*/
ctx->vertices[1][0][0] = x1;
ctx->vertices[1][0][1] = y0;
ctx->vertices[1][0][2] = z;
ctx->vertices[1][1][0] = s1; /*s*/
ctx->vertices[1][1][1] = t0; /*t*/
+ ctx->vertices[1][1][2] = 0; /*r*/
ctx->vertices[2][0][0] = x1;
ctx->vertices[2][0][1] = y1;
ctx->vertices[2][0][2] = z;
ctx->vertices[2][1][0] = s1;
ctx->vertices[2][1][1] = t1;
+ ctx->vertices[3][1][2] = 0;
ctx->vertices[3][0][0] = x0;
ctx->vertices[3][0][1] = y1;
ctx->vertices[3][0][2] = z;
ctx->vertices[3][1][0] = s0;
ctx->vertices[3][1][1] = t1;
+ ctx->vertices[3][1][2] = 0;
+
+ if (src_target == PIPE_TEXTURE_CUBE ||
+ src_target == PIPE_TEXTURE_CUBE_ARRAY) {
+ /* Map cubemap texture coordinates inplace. */
+ const unsigned stride = sizeof ctx->vertices[0] / sizeof ctx->vertices[0][0][0];
+ util_map_texcoords2d_onto_cubemap(src_face,
+ &ctx->vertices[0][1][0], stride,
+ &ctx->vertices[0][1][0], stride,
+ TRUE);
+ }
offset = get_next_slot( ctx );
- pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
- offset, sizeof(ctx->vertices), ctx->vertices);
+ if (ctx->vbuf) {
+ pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
+ offset, sizeof(ctx->vertices), ctx->vertices);
+ }
return offset;
}
}
+/**
+ * Can we blit from src format to dest format with a simple copy?
+ */
+static boolean
+formats_compatible(enum pipe_format src_format,
+ enum pipe_format dst_format)
+{
+ if (src_format == dst_format) {
+ return TRUE;
+ }
+ else {
+ const struct util_format_description *src_desc =
+ util_format_description(src_format);
+ const struct util_format_description *dst_desc =
+ util_format_description(dst_format);
+ return util_is_format_compatible(src_desc, dst_desc);
+ }
+}
+
+
/**
* Copy pixel block from src surface to dst surface.
* Overlapping regions are acceptable.
* Flipping and stretching are supported.
- * \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
- * \param writemask controls which channels in the dest surface are sourced
- * from the src surface. Disabled channels are sourced
- * from (0,0,0,1).
- * XXX need some control over blitting stencil.
+ * \param filter one of PIPE_TEX_FILTER_NEAREST/LINEAR
+ * \param writemask bitmask of PIPE_MASK_[RGBAZS]. Controls which channels
+ * in the dest surface are sourced from the src surface.
+ * Disabled color channels are sourced from (0,0,0,1).
*/
void
-util_blit_pixels_writemask(struct blit_state *ctx,
- struct pipe_resource *src_tex,
- unsigned src_level,
- int srcX0, int srcY0,
- int srcX1, int srcY1,
- int srcZ0,
- struct pipe_surface *dst,
- int dstX0, int dstY0,
- int dstX1, int dstY1,
- float z, uint filter,
- uint writemask)
+util_blit_pixels(struct blit_state *ctx,
+ struct pipe_resource *src_tex,
+ unsigned src_level,
+ int srcX0, int srcY0,
+ int srcX1, int srcY1,
+ int srcZ0,
+ struct pipe_surface *dst,
+ int dstX0, int dstY0,
+ int dstX1, int dstY1,
+ float z, uint filter,
+ uint writemask)
{
struct pipe_context *pipe = ctx->pipe;
- struct pipe_screen *screen = pipe->screen;
- struct pipe_sampler_view *sampler_view = NULL;
- struct pipe_sampler_view sv_templ;
- struct pipe_framebuffer_state fb;
+ enum pipe_format src_format, dst_format;
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
- unsigned offset;
- boolean overlap, dst_is_depth;
- float s0, t0, s1, t1;
- boolean normalized;
+ boolean overlap;
+ boolean is_stencil, is_depth, blit_depth, blit_stencil;
+ const struct util_format_description *src_desc =
+ util_format_description(src_tex->format);
+ struct pipe_blit_info info;
- assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
- filter == PIPE_TEX_MIPFILTER_LINEAR);
+ assert(filter == PIPE_TEX_FILTER_NEAREST ||
+ filter == PIPE_TEX_FILTER_LINEAR);
assert(src_level <= src_tex->last_level);
regions_overlap(srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1);
+ src_format = util_format_linear(src_tex->format);
+ dst_format = util_format_linear(dst->texture->format);
+
+ /* See whether we will blit depth or stencil. */
+ is_depth = util_format_has_depth(src_desc);
+ is_stencil = util_format_has_stencil(src_desc);
+
+ blit_depth = is_depth && (writemask & PIPE_MASK_Z);
+ blit_stencil = is_stencil && (writemask & PIPE_MASK_S);
+
+ if (is_depth || is_stencil) {
+ assert((writemask & PIPE_MASK_RGBA) == 0);
+ assert(blit_depth || blit_stencil);
+ }
+ else {
+ assert((writemask & PIPE_MASK_ZS) == 0);
+ assert(!blit_depth);
+ assert(!blit_stencil);
+ }
+
+ /*
+ * XXX: z parameter is deprecated. dst->u.tex.first_layer
+ * specificies the destination layer.
+ */
+ assert(z == 0.0f);
+
/*
* Check for simple case: no format conversion, no flipping, no stretching,
- * no overlapping.
+ * no overlapping, same number of samples.
* Filter mode should not matter since there's no stretching.
*/
- if (dst->format == src_tex->format &&
+ if (formats_compatible(src_format, dst_format) &&
+ src_tex->nr_samples == dst->texture->nr_samples &&
+ is_stencil == blit_stencil &&
+ is_depth == blit_depth &&
srcX0 < srcX1 &&
dstX0 < dstX1 &&
srcY0 < srcY1 &&
dstX0, dstY0, dst->u.tex.first_layer,/* dest */
src_tex, src_level,
&src_box);
- return;
- }
-
- /* Create a temporary texture when src and dest alias or when src
- * is anything other than a 2d texture.
- * XXX should just use appropriate shader to access 1d / 3d slice / cube face,
- * much like the u_blitter code does (should be pretty trivial).
- *
- * This can still be improved upon.
- */
- if ((src_tex == dst->texture &&
- dst->u.tex.level == src_level &&
- dst->u.tex.first_layer == srcZ0) ||
- (src_tex->target != PIPE_TEXTURE_2D &&
- src_tex->target != PIPE_TEXTURE_2D &&
- src_tex->target != PIPE_TEXTURE_RECT))
- {
- struct pipe_resource texTemp;
- struct pipe_resource *tex;
- struct pipe_sampler_view sv_templ;
- struct pipe_box src_box;
- const int srcLeft = MIN2(srcX0, srcX1);
- const int srcTop = MIN2(srcY0, srcY1);
-
- if (srcLeft != srcX0) {
- /* left-right flip */
- int tmp = dstX0;
- dstX0 = dstX1;
- dstX1 = tmp;
- }
-
- if (srcTop != srcY0) {
- /* up-down flip */
- int tmp = dstY0;
- dstY0 = dstY1;
- dstY1 = tmp;
- }
-
- /* create temp texture */
- memset(&texTemp, 0, sizeof(texTemp));
- texTemp.target = ctx->internal_target;
- texTemp.format = src_tex->format;
- texTemp.last_level = 0;
- texTemp.width0 = srcW;
- texTemp.height0 = srcH;
- texTemp.depth0 = 1;
- texTemp.array_size = 1;
- texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
-
- tex = screen->resource_create(screen, &texTemp);
- if (!tex)
- return;
-
- src_box.x = srcLeft;
- src_box.y = srcTop;
- src_box.z = srcZ0;
- src_box.width = srcW;
- src_box.height = srcH;
- src_box.depth = 1;
- /* load temp texture */
- pipe->resource_copy_region(pipe,
- tex, 0, 0, 0, 0, /* dest */
- src_tex, src_level, &src_box);
-
- normalized = tex->target != PIPE_TEXTURE_RECT;
- if(normalized) {
- s0 = 0.0f;
- s1 = 1.0f;
- t0 = 0.0f;
- t1 = 1.0f;
- }
- else {
- s0 = 0;
- s1 = srcW;
- t0 = 0;
- t1 = srcH;
- }
-
- u_sampler_view_default_template(&sv_templ, tex, tex->format);
- sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
-
- if (!sampler_view) {
- pipe_resource_reference(&tex, NULL);
- return;
- }
- pipe_resource_reference(&tex, NULL);
- }
- else {
- u_sampler_view_default_template(&sv_templ, src_tex, src_tex->format);
- sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
-
- if (!sampler_view) {
- return;
- }
-
- s0 = srcX0;
- s1 = srcX1;
- t0 = srcY0;
- t1 = srcY1;
- normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
- if(normalized)
- {
- s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
- s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
- t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
- t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
- }
+ return;
}
- dst_is_depth = util_format_is_depth_or_stencil(dst->format);
-
- assert(screen->is_format_supported(screen, sampler_view->format, ctx->internal_target,
- sampler_view->texture->nr_samples,
- PIPE_BIND_SAMPLER_VIEW, 0));
- assert(screen->is_format_supported(screen, dst->format, ctx->internal_target,
- dst->texture->nr_samples,
- dst_is_depth ? PIPE_BIND_DEPTH_STENCIL :
- PIPE_BIND_RENDER_TARGET, 0));
- /* save state (restored below) */
- cso_save_blend(ctx->cso);
- cso_save_depth_stencil_alpha(ctx->cso);
- cso_save_rasterizer(ctx->cso);
- cso_save_samplers(ctx->cso);
- cso_save_fragment_sampler_views(ctx->cso);
- cso_save_viewport(ctx->cso);
- cso_save_framebuffer(ctx->cso);
- cso_save_fragment_shader(ctx->cso);
- cso_save_vertex_shader(ctx->cso);
- cso_save_clip(ctx->cso);
- cso_save_vertex_elements(ctx->cso);
- cso_save_vertex_buffers(ctx->cso);
-
- /* set misc state we care about */
- cso_set_blend(ctx->cso, &ctx->blend);
- cso_set_depth_stencil_alpha(ctx->cso,
- dst_is_depth ? &ctx->depthstencil_write :
- &ctx->depthstencil_keep);
- cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
- cso_set_clip(ctx->cso, &ctx->clip);
- cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
-
- /* sampler */
- ctx->sampler.normalized_coords = normalized;
- ctx->sampler.min_img_filter = filter;
- ctx->sampler.mag_img_filter = filter;
- ctx->sampler.min_lod = src_level;
- ctx->sampler.max_lod = src_level;
- cso_single_sampler(ctx->cso, 0, &ctx->sampler);
- cso_single_sampler_done(ctx->cso);
-
- /* viewport */
- ctx->viewport.scale[0] = 0.5f * dst->width;
- ctx->viewport.scale[1] = 0.5f * dst->height;
- ctx->viewport.scale[2] = 0.5f;
- ctx->viewport.scale[3] = 1.0f;
- ctx->viewport.translate[0] = 0.5f * dst->width;
- ctx->viewport.translate[1] = 0.5f * dst->height;
- ctx->viewport.translate[2] = 0.5f;
- ctx->viewport.translate[3] = 0.0f;
- cso_set_viewport(ctx->cso, &ctx->viewport);
-
- /* texture */
- cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
-
- /* shaders */
- if (dst_is_depth) {
- if (ctx->fs_depth == NULL)
- ctx->fs_depth =
- util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_2D,
- TGSI_INTERPOLATE_LINEAR);
-
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth);
- } else {
- if (ctx->fs[writemask] == NULL)
- ctx->fs[writemask] =
- util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D,
- TGSI_INTERPOLATE_LINEAR,
- writemask);
-
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
- }
- cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
-
- /* drawing dest */
- memset(&fb, 0, sizeof(fb));
- fb.width = dst->width;
- fb.height = dst->height;
- if (dst_is_depth) {
- fb.zsbuf = dst;
- } else {
- fb.nr_cbufs = 1;
- fb.cbufs[0] = dst;
- }
- cso_set_framebuffer(ctx->cso, &fb);
-
- /* draw quad */
- offset = setup_vertex_data_tex(ctx,
- (float) dstX0 / dst->width * 2.0f - 1.0f,
- (float) dstY0 / dst->height * 2.0f - 1.0f,
- (float) dstX1 / dst->width * 2.0f - 1.0f,
- (float) dstY1 / dst->height * 2.0f - 1.0f,
- s0, t0,
- s1, t1,
- z);
-
- util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset,
- PIPE_PRIM_TRIANGLE_FAN,
- 4, /* verts */
- 2); /* attribs/vert */
-
- /* restore state we changed */
- cso_restore_blend(ctx->cso);
- cso_restore_depth_stencil_alpha(ctx->cso);
- cso_restore_rasterizer(ctx->cso);
- cso_restore_samplers(ctx->cso);
- cso_restore_fragment_sampler_views(ctx->cso);
- cso_restore_viewport(ctx->cso);
- cso_restore_framebuffer(ctx->cso);
- cso_restore_fragment_shader(ctx->cso);
- cso_restore_vertex_shader(ctx->cso);
- cso_restore_clip(ctx->cso);
- cso_restore_vertex_elements(ctx->cso);
- cso_restore_vertex_buffers(ctx->cso);
-
- pipe_sampler_view_reference(&sampler_view, NULL);
-}
-
-
-void
-util_blit_pixels(struct blit_state *ctx,
- struct pipe_resource *src_tex,
- unsigned src_level,
- int srcX0, int srcY0,
- int srcX1, int srcY1,
- int srcZ,
- struct pipe_surface *dst,
- int dstX0, int dstY0,
- int dstX1, int dstY1,
- float z, uint filter )
-{
- util_blit_pixels_writemask( ctx, src_tex,
- src_level,
- srcX0, srcY0,
- srcX1, srcY1,
- srcZ,
- dst,
- dstX0, dstY0,
- dstX1, dstY1,
- z, filter,
- TGSI_WRITEMASK_XYZW );
+ memset(&info, 0, sizeof info);
+ info.dst.resource = dst->texture;
+ info.dst.level = dst->u.tex.level;
+ info.dst.box.x = dstX0;
+ info.dst.box.y = dstY0;
+ info.dst.box.z = dst->u.tex.first_layer;
+ info.dst.box.width = dstX1 - dstX0;
+ info.dst.box.height = dstY1 - dstY0;
+ assert(info.dst.box.width >= 0);
+ assert(info.dst.box.height >= 0);
+ info.dst.box.depth = 1;
+ info.dst.format = dst_format;
+ info.src.resource = src_tex;
+ info.src.level = src_level;
+ info.src.box.x = srcX0;
+ info.src.box.y = srcY0;
+ info.src.box.z = srcZ0;
+ info.src.box.width = srcX1 - srcX0;
+ info.src.box.height = srcY1 - srcY0;
+ info.src.box.depth = 1;
+ info.src.format = src_format;
+ info.mask = writemask;
+ info.filter = filter;
+ info.scissor_enable = 0;
+
+ pipe->blit(pipe, &info);
}
-/* Release vertex buffer at end of frame to avoid synchronous
- * rendering.
- */
-void util_blit_flush( struct blit_state *ctx )
-{
- pipe_resource_reference(&ctx->vbuf, NULL);
- ctx->vbuf_slot = 0;
-}
-
-
-
/**
- * Copy pixel block from src texture to dst surface.
+ * Copy pixel block from src sampler view to dst surface.
+ *
+ * The sampler view's first_level field indicates the source
+ * mipmap level to use.
*
- * XXX Should support selection of level.
- * XXX need some control over blitting Z and/or stencil.
+ * The sampler view's first_layer indicate the layer to use, but for
+ * cube maps it must point to the first face. Face is passed in src_face.
+ *
+ * The main advantage over util_blit_pixels is that it allows to specify swizzles in
+ * pipe_sampler_view::swizzle_?.
+ *
+ * But there is no control over blitting Z and/or stencil.
*/
void
util_blit_pixels_tex(struct blit_state *ctx,
struct pipe_sampler_view *src_sampler_view,
int srcX0, int srcY0,
int srcX1, int srcY1,
+ unsigned src_face,
struct pipe_surface *dst,
int dstX0, int dstY0,
int dstX1, int dstY1,
unsigned offset;
struct pipe_resource *tex = src_sampler_view->texture;
- assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
- filter == PIPE_TEX_MIPFILTER_LINEAR);
+ assert(filter == PIPE_TEX_FILTER_NEAREST ||
+ filter == PIPE_TEX_FILTER_LINEAR);
assert(tex);
assert(tex->width0 != 0);
assert(tex->height0 != 0);
- s0 = srcX0;
- s1 = srcX1;
- t0 = srcY0;
- t1 = srcY1;
+ s0 = (float) srcX0;
+ s1 = (float) srcX1;
+ t0 = (float) srcY0;
+ t1 = (float) srcY1;
if(normalized)
{
- s0 /= (float)tex->width0;
- s1 /= (float)tex->width0;
- t0 /= (float)tex->height0;
- t1 /= (float)tex->height0;
+ /* normalize according to the mipmap level's size */
+ int level = src_sampler_view->u.tex.first_level;
+ float w = (float) u_minify(tex->width0, level);
+ float h = (float) u_minify(tex->height0, level);
+ s0 /= w;
+ s1 /= w;
+ t0 /= h;
+ t1 /= h;
}
assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
PIPE_TEXTURE_2D,
dst->texture->nr_samples,
- PIPE_BIND_RENDER_TARGET,
- 0));
+ PIPE_BIND_RENDER_TARGET));
/* save state (restored below) */
cso_save_blend(ctx->cso);
cso_save_depth_stencil_alpha(ctx->cso);
cso_save_rasterizer(ctx->cso);
- cso_save_samplers(ctx->cso);
+ cso_save_sample_mask(ctx->cso);
+ cso_save_min_samples(ctx->cso);
+ cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_save_fragment_sampler_views(ctx->cso);
+ cso_save_stream_outputs(ctx->cso);
cso_save_viewport(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
- cso_save_clip(ctx->cso);
+ cso_save_tessctrl_shader(ctx->cso);
+ cso_save_tesseval_shader(ctx->cso);
+ cso_save_geometry_shader(ctx->cso);
cso_save_vertex_elements(ctx->cso);
- cso_save_vertex_buffers(ctx->cso);
+ cso_save_aux_vertex_buffer_slot(ctx->cso);
/* set misc state we care about */
- cso_set_blend(ctx->cso, &ctx->blend);
- cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil_keep);
+ cso_set_blend(ctx->cso, &ctx->blend_write_color);
+ cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
+ cso_set_sample_mask(ctx->cso, ~0);
+ cso_set_min_samples(ctx->cso, 1);
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
- cso_set_clip(ctx->cso, &ctx->clip);
cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
+ cso_set_stream_outputs(ctx->cso, 0, NULL, NULL);
/* sampler */
ctx->sampler.normalized_coords = normalized;
ctx->sampler.min_img_filter = filter;
ctx->sampler.mag_img_filter = filter;
- cso_single_sampler(ctx->cso, 0, &ctx->sampler);
- cso_single_sampler_done(ctx->cso);
+ cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
+ cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
/* viewport */
ctx->viewport.scale[0] = 0.5f * dst->width;
ctx->viewport.scale[1] = 0.5f * dst->height;
ctx->viewport.scale[2] = 0.5f;
- ctx->viewport.scale[3] = 1.0f;
ctx->viewport.translate[0] = 0.5f * dst->width;
ctx->viewport.translate[1] = 0.5f * dst->height;
ctx->viewport.translate[2] = 0.5f;
- ctx->viewport.translate[3] = 0.0f;
cso_set_viewport(ctx->cso, &ctx->viewport);
/* texture */
- cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
+ cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &src_sampler_view);
/* shaders */
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
- cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+ set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW,
+ src_sampler_view->format,
+ src_sampler_view->texture->target);
+ set_vertex_shader(ctx);
+ cso_set_tessctrl_shader_handle(ctx->cso, NULL);
+ cso_set_tesseval_shader_handle(ctx->cso, NULL);
+ cso_set_geometry_shader_handle(ctx->cso, NULL);
/* drawing dest */
memset(&fb, 0, sizeof(fb));
/* draw quad */
offset = setup_vertex_data_tex(ctx,
+ src_sampler_view->texture->target,
+ src_face,
(float) dstX0 / dst->width * 2.0f - 1.0f,
(float) dstY0 / dst->height * 2.0f - 1.0f,
(float) dstX1 / dst->width * 2.0f - 1.0f,
s0, t0, s1, t1,
z);
- util_draw_vertex_buffer(ctx->pipe, ctx->cso,
- ctx->vbuf, offset,
+ util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf,
+ cso_get_aux_vertex_buffer_slot(ctx->cso),
+ offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
cso_restore_blend(ctx->cso);
cso_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
- cso_restore_samplers(ctx->cso);
+ cso_restore_sample_mask(ctx->cso);
+ cso_restore_min_samples(ctx->cso);
+ cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_restore_fragment_sampler_views(ctx->cso);
cso_restore_viewport(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
- cso_restore_clip(ctx->cso);
+ cso_restore_tessctrl_shader(ctx->cso);
+ cso_restore_tesseval_shader(ctx->cso);
+ cso_restore_geometry_shader(ctx->cso);
cso_restore_vertex_elements(ctx->cso);
- cso_restore_vertex_buffers(ctx->cso);
+ cso_restore_aux_vertex_buffer_slot(ctx->cso);
+ cso_restore_stream_outputs(ctx->cso);
}