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];
+ void *fs_depth[PIPE_MAX_TEXTURE_TYPES];
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;
/* rasterizer */
- memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
ctx->rasterizer.cull_face = PIPE_FACE_NONE;
ctx->rasterizer.gl_rasterization_rules = 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].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 */
util_destroy_blit(struct blit_state *ctx)
{
struct pipe_context *pipe = ctx->pipe;
- unsigned i;
+ unsigned i, j;
- 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])
- pipe->delete_fs_state(pipe, ctx->fs[i]);
+ for (i = 0; i < Elements(ctx->fs); i++) {
+ for (j = 0; j < Elements(ctx->fs[i]); j++) {
+ if (ctx->fs[i][j])
+ pipe->delete_fs_state(pipe, ctx->fs[i][j]);
+ }
+ }
- if (ctx->fs_depth)
- pipe->delete_fs_state(pipe, ctx->fs_depth);
+ for (i = 0; i < Elements(ctx->fs_depth); i++) {
+ if (ctx->fs_depth[i]) {
+ pipe->delete_fs_state(pipe, ctx->fs_depth[i]);
+ }
+ }
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_texture_target pipe_tex)
+{
+ if (!ctx->fs[pipe_tex][writemask]) {
+ unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex);
+
+ ctx->fs[pipe_tex][writemask] =
+ util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex,
+ TGSI_INTERPOLATE_LINEAR,
+ writemask);
+ }
+
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask]);
+}
+
+
+/**
+ * Helper function to set the depthwrite shader.
+ */
+static INLINE void
+set_depth_fragment_shader(struct blit_state *ctx,
+ enum pipe_texture_target pipe_tex)
+{
+ if (!ctx->fs_depth[pipe_tex]) {
+ unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex);
+
+ ctx->fs_depth[pipe_tex] =
+ util_make_fragment_tex_shader_writedepth(ctx->pipe, tgsi_tex,
+ TGSI_INTERPOLATE_LINEAR);
+ }
+
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth[pipe_tex]);
+}
+
+
+/**
+ * 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.
*/
{
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,
PIPE_BIND_VERTEX_BUFFER,
+ PIPE_USAGE_STREAM,
max_slots * sizeof ctx->vertices);
}
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.
* XXX need some control over blitting stencil.
*/
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;
+ 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);
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 (formats_compatible(src_format, dst_format) &&
srcX0 < srcX1 &&
dstX0 < dstX1 &&
srcY0 < srcY1 &&
dstX0, dstY0, dst->u.tex.first_layer,/* dest */
src_tex, src_level,
&src_box);
- return;
+ 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
- * 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.
+ /* Create a temporary texture when src and dest alias.
*/
- 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))
- {
+ if (src_tex == dst_surface->texture &&
+ dst_surface->u.tex.level == src_level &&
+ dst_surface->u.tex.first_layer == srcZ0) {
+ /* Make a temporary texture which contains a copy of the source pixels.
+ * Then we'll sample from the temporary texture.
+ */
struct pipe_resource texTemp;
struct pipe_resource *tex;
struct pipe_sampler_view sv_templ;
/* 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;
pipe_resource_reference(&tex, NULL);
}
else {
- u_sampler_view_default_template(&sv_templ, src_tex, src_tex->format);
+ /* Directly sample from the source resource/texture */
+ 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) {
}
}
- 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_rasterizer(ctx->cso);
cso_save_samplers(ctx->cso);
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_geometry_shader(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);
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);
+ cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
/* sampler */
ctx->sampler.normalized_coords = normalized;
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, sampler_view->texture->target);
} 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, sampler_view->texture->target);
}
- cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+ set_vertex_shader(ctx);
+ cso_set_geometry_shader_handle(ctx->cso, NULL);
/* 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,
- PIPE_PRIM_TRIANGLE_FAN,
- 4, /* verts */
- 2); /* attribs/vert */
+ if (ctx->vbuf) {
+ 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_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
- cso_restore_clip(ctx->cso);
+ cso_restore_geometry_shader(ctx->cso);
cso_restore_vertex_elements(ctx->cso);
+ cso_restore_vertex_buffers(ctx->cso);
+ cso_restore_stream_outputs(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,
- 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 );
-}
-
-
-/* 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.
- *
- * XXX Should support selection of level.
+ * The sampler view's first_level field indicates the source
+ * mipmap level to use.
* XXX need some control over blitting Z and/or stencil.
*/
void
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_rasterizer(ctx->cso);
cso_save_samplers(ctx->cso);
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_geometry_shader(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, &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);
+ cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
/* sampler */
ctx->sampler.normalized_coords = normalized;
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,
+ src_sampler_view->texture->target);
+ set_vertex_shader(ctx);
+ cso_set_geometry_shader_handle(ctx->cso, NULL);
/* 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_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
- cso_restore_clip(ctx->cso);
+ cso_restore_geometry_shader(ctx->cso);
cso_restore_vertex_elements(ctx->cso);
+ cso_restore_vertex_buffers(ctx->cso);
+ cso_restore_stream_outputs(ctx->cso);
}