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 */
struct pipe_context *pipe = ctx->pipe;
unsigned i;
- pipe->delete_vs_state(pipe, ctx->vs);
+ if (ctx->vs)
+ pipe->delete_vs_state(pipe, ctx->vs);
for (i = 0; i < Elements(ctx->fs); i++)
if (ctx->fs[i])
}
+/**
+ * Helper function to set the fragment shaders.
+ */
+static INLINE void
+set_fragment_shader(struct blit_state *ctx, uint writemask)
+{
+ if (!ctx->fs[writemask])
+ ctx->fs[writemask] =
+ util_make_fragment_tex_shader_writemask(ctx->pipe, TGSI_TEXTURE_2D,
+ TGSI_INTERPOLATE_LINEAR,
+ writemask);
+
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
+}
+
+
+/**
+ * Helper function to set the depthwrite shader.
+ */
+static INLINE void
+set_depth_fragment_shader(struct blit_state *ctx)
+{
+ if (!ctx->fs_depth)
+ ctx->fs_depth =
+ util_make_fragment_tex_shader_writedepth(ctx->pipe, TGSI_TEXTURE_2D,
+ TGSI_INTERPOLATE_LINEAR);
+
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth);
+}
+
+
+/**
+ * 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);
+ }
+
+ cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+}
+
+
/**
* Get offset of next free slot in vertex buffer for quad vertices.
*/
if (!ctx->vbuf) {
ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
PIPE_BIND_VERTEX_BUFFER,
+ PIPE_USAGE_STREAM,
max_slots * sizeof ctx->vertices);
}
void
util_blit_pixels_writemask(struct blit_state *ctx,
struct pipe_resource *src_tex,
- struct pipe_subresource srcsub,
+ unsigned src_level,
int srcX0, int srcY0,
int srcX1, int srcY1,
int srcZ0,
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
+ enum pipe_format src_format, dst_format;
struct pipe_sampler_view *sampler_view = NULL;
struct pipe_sampler_view sv_templ;
+ struct pipe_surface *dst_surface;
struct pipe_framebuffer_state fb;
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
filter == PIPE_TEX_MIPFILTER_LINEAR);
- assert(srcsub.level <= src_tex->last_level);
+ assert(src_level <= src_tex->last_level);
/* do the regions overlap? */
overlap = src_tex == dst->texture &&
- dst->face == srcsub.face &&
- dst->level == srcsub.level &&
- dst->zslice == srcZ0 &&
+ dst->u.tex.level == src_level &&
+ dst->u.tex.first_layer == srcZ0 &&
regions_overlap(srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1);
+ src_format = util_format_linear(src_tex->format);
+ dst_format = util_format_linear(dst->format);
+
/*
* Check for simple case: no format conversion, no flipping, no stretching,
* no overlapping.
* Filter mode should not matter since there's no stretching.
*/
- if (dst->format == src_tex->format &&
+ if (dst_format == src_format &&
srcX0 < srcX1 &&
dstX0 < dstX1 &&
srcY0 < srcY1 &&
(dstX1 - dstX0) == (srcX1 - srcX0) &&
(dstY1 - dstY0) == (srcY1 - srcY0) &&
!overlap) {
- struct pipe_subresource subdst;
- subdst.face = dst->face;
- subdst.level = dst->level;
+ struct pipe_box src_box;
+ src_box.x = srcX0;
+ src_box.y = srcY0;
+ src_box.z = srcZ0;
+ src_box.width = srcW;
+ src_box.height = srcH;
+ src_box.depth = 1;
pipe->resource_copy_region(pipe,
- dst->texture, subdst,
- dstX0, dstY0, dst->zslice,/* dest */
- src_tex, srcsub,
- srcX0, srcY0, srcZ0,/* src */
- srcW, srcH); /* size */
- return;
+ dst->texture, dst->u.tex.level,
+ dstX0, dstY0, dst->u.tex.first_layer,/* dest */
+ src_tex, src_level,
+ &src_box);
+ return;
+ }
+
+ if (dst_format == dst->format) {
+ dst_surface = dst;
+ } else {
+ struct pipe_surface templ = *dst;
+ templ.format = dst_format;
+ dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
}
/* Create a temporary texture when src and dest alias or when src
*
* This can still be improved upon.
*/
- if ((src_tex == dst->texture &&
- dst->face == srcsub.face &&
- dst->level == srcsub.level &&
- dst->zslice == srcZ0) ||
+ if ((src_tex == dst_surface->texture &&
+ dst_surface->u.tex.level == src_level &&
+ dst_surface->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_subresource texsub;
+ struct pipe_box src_box;
const int srcLeft = MIN2(srcX0, srcX1);
const int srcTop = MIN2(srcY0, srcY1);
/* create temp texture */
memset(&texTemp, 0, sizeof(texTemp));
texTemp.target = ctx->internal_target;
- texTemp.format = src_tex->format;
+ texTemp.format = src_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;
- texsub.face = 0;
- texsub.level = 0;
+ 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, texsub, 0, 0, 0, /* dest */
- src_tex, srcsub, srcLeft, srcTop, srcZ0, /* src */
- srcW, srcH); /* size */
+ tex, 0, 0, 0, 0, /* dest */
+ src_tex, src_level, &src_box);
normalized = tex->target != PIPE_TEXTURE_RECT;
if(normalized) {
pipe_resource_reference(&tex, NULL);
}
else {
- u_sampler_view_default_template(&sv_templ, src_tex, src_tex->format);
- sv_templ.first_level = sv_templ.last_level = srcsub.level;
+ u_sampler_view_default_template(&sv_templ, src_tex, src_format);
sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
if (!sampler_view) {
normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
if(normalized)
{
- s0 /= (float)(u_minify(sampler_view->texture->width0, srcsub.level));
- s1 /= (float)(u_minify(sampler_view->texture->width0, srcsub.level));
- t0 /= (float)(u_minify(sampler_view->texture->height0, srcsub.level));
- t1 /= (float)(u_minify(sampler_view->texture->height0, srcsub.level));
+ 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));
}
}
- dst_is_depth = util_format_is_depth_or_stencil(dst->format);
+ 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,
+ PIPE_BIND_SAMPLER_VIEW));
+ assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
+ dst_surface->texture->nr_samples,
dst_is_depth ? PIPE_BIND_DEPTH_STENCIL :
- 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_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);
ctx->sampler.normalized_coords = normalized;
ctx->sampler.min_img_filter = filter;
ctx->sampler.mag_img_filter = filter;
- /* we've limited this already with the sampler view but you never know... */
- ctx->sampler.min_lod = srcsub.level;
- ctx->sampler.max_lod = srcsub.level;
+ 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[0] = 0.5f * dst_surface->width;
+ ctx->viewport.scale[1] = 0.5f * dst_surface->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[0] = 0.5f * dst_surface->width;
+ ctx->viewport.translate[1] = 0.5f * dst_surface->height;
ctx->viewport.translate[2] = 0.5f;
ctx->viewport.translate[3] = 0.0f;
cso_set_viewport(ctx->cso, &ctx->viewport);
/* 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);
+ set_depth_fragment_shader(ctx);
} 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]);
+ set_fragment_shader(ctx, writemask);
}
- cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+ set_vertex_shader(ctx);
/* drawing dest */
memset(&fb, 0, sizeof(fb));
- fb.width = dst->width;
- fb.height = dst->height;
+ fb.width = dst_surface->width;
+ fb.height = dst_surface->height;
if (dst_is_depth) {
- fb.zsbuf = dst;
+ fb.zsbuf = dst_surface;
} else {
fb.nr_cbufs = 1;
- fb.cbufs[0] = dst;
+ fb.cbufs[0] = dst_surface;
}
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,
+ (float) dstX0 / dst_surface->width * 2.0f - 1.0f,
+ (float) dstY0 / dst_surface->height * 2.0f - 1.0f,
+ (float) dstX1 / dst_surface->width * 2.0f - 1.0f,
+ (float) dstY1 / dst_surface->height * 2.0f - 1.0f,
s0, t0,
s1, t1,
z);
- util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
+ util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
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);
+ if (dst_surface != dst)
+ pipe_surface_reference(&dst_surface, NULL);
}
void
util_blit_pixels(struct blit_state *ctx,
struct pipe_resource *src_tex,
- struct pipe_subresource srcsub,
+ unsigned src_level,
int srcX0, int srcY0,
int srcX1, int srcY1,
int srcZ,
float z, uint filter )
{
util_blit_pixels_writemask( ctx, src_tex,
- srcsub,
+ src_level,
srcX0, srcY0,
srcX1, srcY1,
srcZ,
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_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_fragment_sampler_views(ctx->cso, 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);
+ set_vertex_shader(ctx);
/* drawing dest */
memset(&fb, 0, sizeof(fb));
s0, t0, s1, t1,
z);
- util_draw_vertex_buffer(ctx->pipe,
+ util_draw_vertex_buffer(ctx->pipe, ctx->cso,
ctx->vbuf, offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
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);
}