#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"
}
/* fragment shader */
- ctx->fs[TGSI_WRITEMASK_XYZW] = util_make_fragment_tex_shader(pipe);
+ ctx->fs[TGSI_WRITEMASK_XYZW] =
+ util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
ctx->vbuf = NULL;
/* init vertex data that doesn't change */
}
-/**
- * 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;
-}
/**
{
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);
* no overlapping.
* Filter mode should not matter since there's no stretching.
*/
- if (dst->format == src->format &&
+ if (pipe->surface_copy &&
+ dst->format == src->format &&
srcX0 < srcX1 &&
dstX0 < dstX1 &&
srcY0 < srcY1 &&
return;
}
- 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, 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;
- 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,
- texSurf, 0, 0, /* dest */
- src, srcLeft, srcTop, /* src */
- srcW, srcH); /* size */
-
- /* free the surface, update the texture if necessary.
- */
- pipe_surface_reference(&texSurf, NULL);
/* save state (restored below) */
cso_save_blend(ctx->cso);
cso_set_sampler_textures(ctx->cso, 1, &tex);
if (ctx->fs[writemask] == NULL)
- ctx->fs[writemask] = util_make_fragment_tex_shader_writemask(pipe, writemask);
+ ctx->fs[writemask] =
+ util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D,
+ writemask);
/* shaders */
cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
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,
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(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
PIPE_TEXTURE_2D,