#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "pipe/p_shader_tokens.h"
+#include "pipe/p_state.h"
#include "util/u_blit.h"
#include "util/u_draw_quad.h"
+#include "util/u_format.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_simple_shaders.h"
+#include "util/u_surface.h"
+#include "util/u_rect.h"
#include "cso_cache/cso_context.h"
struct pipe_sampler_state sampler;
struct pipe_viewport_state viewport;
- struct pipe_shader_state vert_shader;
- struct pipe_shader_state frag_shader;
void *vs;
- void *fs;
+ void *fs[TGSI_WRITEMASK_XYZW + 1];
struct pipe_buffer *vbuf; /**< quad vertices */
unsigned vbuf_slot;
/* disabled blending/masking */
memset(&ctx->blend, 0, sizeof(ctx->blend));
- ctx->blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
- ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
- ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
- ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
ctx->blend.colormask = PIPE_MASK_RGBA;
/* no-op depth/stencil/alpha */
memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
ctx->rasterizer.front_winding = PIPE_WINDING_CW;
ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
- ctx->rasterizer.bypass_clipping = 1;
- /*ctx->rasterizer.bypass_vs = 1;*/
+ ctx->rasterizer.bypass_vs_clip_and_viewport = 1;
ctx->rasterizer.gl_rasterization_rules = 1;
/* samplers */
ctx->sampler.mag_img_filter = 0; /* set later */
ctx->sampler.normalized_coords = 1;
- /* viewport (identity, we setup vertices in wincoords) */
- ctx->viewport.scale[0] = 1.0;
- ctx->viewport.scale[1] = 1.0;
- ctx->viewport.scale[2] = 1.0;
- ctx->viewport.scale[3] = 1.0;
- ctx->viewport.translate[0] = 0.0;
- ctx->viewport.translate[1] = 0.0;
- ctx->viewport.translate[2] = 0.0;
- ctx->viewport.translate[3] = 0.0;
-
- /* vertex shader */
+
+ /* 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,
- &ctx->vert_shader);
+ semantic_indexes);
}
/* fragment shader */
- ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_shader);
+ ctx->fs[TGSI_WRITEMASK_XYZW] =
+ util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
ctx->vbuf = NULL;
/* init vertex data that doesn't change */
util_destroy_blit(struct blit_state *ctx)
{
struct pipe_context *pipe = ctx->pipe;
+ unsigned i;
pipe->delete_vs_state(pipe, ctx->vs);
- pipe->delete_fs_state(pipe, ctx->fs);
- FREE((void*) ctx->vert_shader.tokens);
- FREE((void*) ctx->frag_shader.tokens);
+ for (i = 0; i < Elements(ctx->fs); i++)
+ if (ctx->fs[i])
+ pipe->delete_fs_state(pipe, ctx->fs[i]);
- pipe_buffer_reference(pipe->screen, &ctx->vbuf, NULL);
+ pipe_buffer_reference(&ctx->vbuf, NULL);
FREE(ctx);
}
-static unsigned get_next_slot( struct blit_state *ctx )
+/**
+ * Get offset of next free slot in vertex buffer for quad vertices.
+ */
+static unsigned
+get_next_slot( struct blit_state *ctx )
{
const unsigned max_slots = 4096 / sizeof ctx->vertices;
-/**
- * Setup vertex data for the textured quad we'll draw.
- * Note: y=0=top
- */
-static unsigned
-setup_vertex_data(struct blit_state *ctx,
- float x0, float y0, float x1, float y1, float z)
-{
- unsigned offset;
-
- ctx->vertices[0][0][0] = x0;
- ctx->vertices[0][0][1] = y0;
- ctx->vertices[0][0][2] = z;
- ctx->vertices[0][1][0] = 0.0f; /*s*/
- ctx->vertices[0][1][1] = 0.0f; /*t*/
-
- ctx->vertices[1][0][0] = x1;
- ctx->vertices[1][0][1] = y0;
- ctx->vertices[1][0][2] = z;
- ctx->vertices[1][1][0] = 1.0f; /*s*/
- ctx->vertices[1][1][1] = 0.0f; /*t*/
-
- ctx->vertices[2][0][0] = x1;
- ctx->vertices[2][0][1] = y1;
- ctx->vertices[2][0][2] = z;
- ctx->vertices[2][1][0] = 1.0f;
- ctx->vertices[2][1][1] = 1.0f;
-
- ctx->vertices[3][0][0] = x0;
- ctx->vertices[3][0][1] = y1;
- ctx->vertices[3][0][2] = z;
- ctx->vertices[3][1][0] = 0.0f;
- ctx->vertices[3][1][1] = 1.0f;
-
- offset = get_next_slot( ctx );
-
- pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
- offset, sizeof(ctx->vertices), ctx->vertices);
-
- return offset;
-}
/**
return offset;
}
+
+
+/**
+ * \return TRUE if two regions overlap, FALSE otherwise
+ */
+static boolean
+regions_overlap(int srcX0, int srcY0,
+ int srcX1, int srcY1,
+ int dstX0, int dstY0,
+ int dstX1, int dstY1)
+{
+ if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
+ return FALSE; /* src completely left of dst */
+
+ if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
+ return FALSE; /* dst completely left of src */
+
+ if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
+ return FALSE; /* src completely above dst */
+
+ if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
+ return FALSE; /* dst completely above src */
+
+ return TRUE; /* some overlap */
+}
+
+
/**
* Copy pixel block from src surface to dst surface.
* Overlapping regions are acceptable.
+ * Flipping and stretching are supported.
+ * XXX what about clipping???
* XXX need some control over blitting Z and/or stencil.
*/
void
-util_blit_pixels(struct blit_state *ctx,
- struct pipe_surface *src,
- int srcX0, int srcY0,
- int srcX1, int srcY1,
- struct pipe_surface *dst,
- int dstX0, int dstY0,
- int dstX1, int dstY1,
- float z, uint filter)
+util_blit_pixels_writemask(struct blit_state *ctx,
+ struct pipe_surface *src,
+ int srcX0, int srcY0,
+ int srcX1, int srcY1,
+ 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_texture texTemp, *tex;
- struct pipe_surface *texSurf;
+ struct pipe_texture *tex = NULL;
struct pipe_framebuffer_state fb;
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
- const int srcLeft = MIN2(srcX0, srcX1);
- const int srcTop = MIN2(srcY0, srcY1);
unsigned offset;
+ boolean overlap;
+ float s0, t0, s1, t1;
assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
filter == PIPE_TEX_MIPFILTER_LINEAR);
- 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;
- }
-
assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_SAMPLER, 0));
assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_SAMPLER, 0));
+ PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
- if(dst->format == src->format && (dstX1 - dstX0) == srcW && (dstY1 - dstY0) == srcH) {
- /* FIXME: this will most surely fail for overlapping rectangles */
- pipe->surface_copy(pipe, FALSE,
- dst, dstX0, dstY0, /* dest */
+ /* do the regions overlap? */
+ overlap = util_same_surface(src, dst) &&
+ regions_overlap(srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1);
+
+ /*
+ * Check for simple case: no format conversion, no flipping, no stretching,
+ * no overlapping.
+ * Filter mode should not matter since there's no stretching.
+ */
+ if (pipe->surface_copy &&
+ dst->format == src->format &&
+ srcX0 < srcX1 &&
+ dstX0 < dstX1 &&
+ srcY0 < srcY1 &&
+ dstY0 < dstY1 &&
+ (dstX1 - dstX0) == (srcX1 - srcX0) &&
+ (dstY1 - dstY0) == (srcY1 - srcY0) &&
+ !overlap) {
+ pipe->surface_copy(pipe,
+ dst, dstX0, dstY0, /* dest */
src, srcX0, srcY0, /* src */
- srcW, srcH); /* size */
+ srcW, srcH); /* size */
return;
}
assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
- /*
- * XXX for now we're always creating a temporary texture.
- * Strictly speaking that's not always needed.
+ /* Create a temporary texture when src and dest alias or when src
+ * is anything other than a single-level 2d texture.
+ *
+ * This can still be improved upon.
*/
+ if (util_same_surface(src, dst) ||
+ src->texture->target != PIPE_TEXTURE_2D ||
+ src->texture->last_level != 0)
+ {
+ struct pipe_texture texTemp;
+ struct pipe_surface *texSurf;
+ 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 = PIPE_TEXTURE_2D;
+ texTemp.format = src->format;
+ texTemp.last_level = 0;
+ texTemp.width0 = srcW;
+ texTemp.height0 = srcH;
+ texTemp.depth0 = 1;
+
+ tex = screen->texture_create(screen, &texTemp);
+ if (!tex)
+ return;
+
+ texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
+ PIPE_BUFFER_USAGE_GPU_WRITE);
+
+ /* load temp texture */
+ if (pipe->surface_copy) {
+ pipe->surface_copy(pipe,
+ texSurf, 0, 0, /* dest */
+ src, srcLeft, srcTop, /* src */
+ srcW, srcH); /* size */
+ } else {
+ util_surface_copy(pipe, FALSE,
+ texSurf, 0, 0, /* dest */
+ src, srcLeft, srcTop, /* src */
+ srcW, srcH); /* size */
+ }
+
+ /* free the surface, update the texture if necessary.
+ */
+ pipe_surface_reference(&texSurf, NULL);
+ s0 = 0.0f;
+ s1 = 1.0f;
+ t0 = 0.0f;
+ t1 = 1.0f;
+ }
+ else {
+ pipe_texture_reference(&tex, src->texture);
+ s0 = srcX0 / (float)tex->width0;
+ s1 = srcX1 / (float)tex->width0;
+ t0 = srcY0 / (float)tex->height0;
+ t1 = srcY1 / (float)tex->height0;
+ }
- /* create temp texture */
- memset(&texTemp, 0, sizeof(texTemp));
- texTemp.target = PIPE_TEXTURE_2D;
- texTemp.format = src->format;
- texTemp.last_level = 0;
- texTemp.width[0] = srcW;
- texTemp.height[0] = srcH;
- texTemp.depth[0] = 1;
- texTemp.compressed = 0;
- pf_get_block(src->format, &texTemp.block);
-
- tex = screen->texture_create(screen, &texTemp);
- if (!tex)
- return;
-
- texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_WRITE);
-
- /* load temp texture */
- pipe->surface_copy(pipe, FALSE,
- texSurf, 0, 0, /* dest */
- src, srcLeft, srcTop, /* src */
- srcW, srcH); /* size */
-
- /* free the surface, update the texture if necessary.
- */
- screen->tex_surface_release(screen, &texSurf);
/* save state (restored below) */
cso_save_blend(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
- cso_save_viewport(ctx->cso);
/* set misc state we care about */
cso_set_blend(ctx->cso, &ctx->blend);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
- cso_set_viewport(ctx->cso, &ctx->viewport);
/* sampler */
ctx->sampler.min_img_filter = filter;
/* texture */
cso_set_sampler_textures(ctx->cso, 1, &tex);
+ if (ctx->fs[writemask] == NULL)
+ ctx->fs[writemask] =
+ util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D,
+ writemask);
+
/* shaders */
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
/* drawing dest */
cso_set_framebuffer(ctx->cso, &fb);
/* draw quad */
- offset = setup_vertex_data(ctx,
- (float) dstX0, (float) dstY0,
- (float) dstX1, (float) dstY1, z);
+ offset = setup_vertex_data_tex(ctx,
+ (float) dstX0, (float) dstY0,
+ (float) dstX1, (float) dstY1,
+ s0, t0,
+ s1, t1,
+ z);
util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
PIPE_PRIM_TRIANGLE_FAN,
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
- cso_restore_viewport(ctx->cso);
- screen->texture_release(screen, &tex);
+ pipe_texture_reference(&tex, NULL);
+}
+
+
+void
+util_blit_pixels(struct blit_state *ctx,
+ struct pipe_surface *src,
+ int srcX0, int srcY0,
+ int srcX1, int srcY1,
+ struct pipe_surface *dst,
+ int dstX0, int dstY0,
+ int dstX1, int dstY1,
+ float z, uint filter )
+{
+ util_blit_pixels_writemask( ctx, src,
+ srcX0, srcY0,
+ srcX1, srcY1,
+ dst,
+ dstX0, dstY0,
+ dstX1, dstY1,
+ z, filter,
+ TGSI_WRITEMASK_XYZW );
}
*/
void util_blit_flush( struct blit_state *ctx )
{
- pipe_buffer_reference(ctx->pipe->screen, &ctx->vbuf, NULL);
+ pipe_buffer_reference(&ctx->vbuf, NULL);
ctx->vbuf_slot = 0;
}
int dstX1, int dstY1,
float z, uint filter)
{
- struct pipe_context *pipe = ctx->pipe;
- struct pipe_screen *screen = pipe->screen;
struct pipe_framebuffer_state fb;
float s0, t0, s1, t1;
unsigned offset;
assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
filter == PIPE_TEX_MIPFILTER_LINEAR);
- assert(tex->width[0] != 0);
- assert(tex->height[0] != 0);
+ assert(tex->width0 != 0);
+ assert(tex->height0 != 0);
- s0 = srcX0 / (float)tex->width[0];
- s1 = srcX1 / (float)tex->width[0];
- t0 = srcY0 / (float)tex->height[0];
- t1 = srcY1 / (float)tex->height[0];
+ s0 = srcX0 / (float)tex->width0;
+ s1 = srcX1 / (float)tex->width0;
+ t0 = srcY0 / (float)tex->height0;
+ t1 = srcY1 / (float)tex->height0;
- assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
+ assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
+ PIPE_TEXTURE_2D,
+ PIPE_TEXTURE_USAGE_RENDER_TARGET,
+ 0));
/* save state (restored below) */
cso_save_blend(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
- cso_save_viewport(ctx->cso);
/* set misc state we care about */
cso_set_blend(ctx->cso, &ctx->blend);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
- cso_set_viewport(ctx->cso, &ctx->viewport);
/* sampler */
ctx->sampler.min_img_filter = filter;
cso_set_sampler_textures(ctx->cso, 1, &tex);
/* shaders */
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
/* drawing dest */
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
- cso_restore_viewport(ctx->cso);
}