#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_sampler.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_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];
- struct pipe_buffer *vbuf; /**< quad vertices */
+ struct pipe_resource *vbuf; /**< quad vertices */
unsigned vbuf_slot;
float vertices[4][2][4]; /**< vertex/texcoords for quad */
/* rasterizer */
memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
- ctx->rasterizer.front_winding = PIPE_WINDING_CW;
- ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
+ ctx->rasterizer.cull_face = PIPE_FACE_NONE;
ctx->rasterizer.gl_rasterization_rules = 1;
/* samplers */
ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
ctx->sampler.min_img_filter = 0; /* set later */
ctx->sampler.mag_img_filter = 0; /* set later */
- ctx->sampler.normalized_coords = 1;
/* vertex elements state */
memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2);
/* fragment shader */
ctx->fs[TGSI_WRITEMASK_XYZW] =
- util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
+ util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D,
+ TGSI_INTERPOLATE_LINEAR);
ctx->vbuf = NULL;
/* init vertex data that doesn't change */
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;
}
if (ctx->fs[i])
pipe->delete_fs_state(pipe, ctx->fs[i]);
- pipe_buffer_reference(&ctx->vbuf, NULL);
+ pipe_resource_reference(&ctx->vbuf, NULL);
FREE(ctx);
}
if (!ctx->vbuf) {
ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
- 32,
- PIPE_BUFFER_USAGE_VERTEX,
+ PIPE_BIND_VERTEX_BUFFER,
max_slots * sizeof ctx->vertices);
}
return ctx->vbuf_slot++ * sizeof ctx->vertices;
}
-
offset = get_next_slot( ctx );
- pipe_buffer_write_nooverlap(ctx->pipe->screen, ctx->vbuf,
+ pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
offset, sizeof(ctx->vertices), ctx->vertices);
return offset;
*/
void
util_blit_pixels_writemask(struct blit_state *ctx,
- struct pipe_surface *src,
+ struct pipe_resource *src_tex,
+ struct pipe_subresource srcsub,
int srcX0, int srcY0,
int srcX1, int srcY1,
+ int srcZ0,
struct pipe_surface *dst,
int dstX0, int dstY0,
int dstX1, int dstY1,
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
- struct pipe_texture *tex = NULL;
+ struct pipe_sampler_view *sampler_view = NULL;
+ struct pipe_sampler_view sv_templ;
struct pipe_framebuffer_state fb;
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
unsigned offset;
boolean overlap;
float s0, t0, s1, t1;
+ boolean normalized;
assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
filter == PIPE_TEX_MIPFILTER_LINEAR);
- 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_RENDER_TARGET, 0));
+ assert(srcsub.level <= src_tex->last_level);
/* do the regions overlap? */
- overlap = util_same_surface(src, dst) &&
+ overlap = src_tex == dst->texture &&
+ dst->face == srcsub.face &&
+ dst->level == srcsub.level &&
+ dst->zslice == srcZ0 &&
regions_overlap(srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1);
* no overlapping.
* Filter mode should not matter since there's no stretching.
*/
- if (pipe->surface_copy &&
- dst->format == src->format &&
+ if (dst->format == src_tex->format &&
srcX0 < srcX1 &&
dstX0 < dstX1 &&
srcY0 < srcY1 &&
(dstX1 - dstX0) == (srcX1 - srcX0) &&
(dstY1 - dstY0) == (srcY1 - srcY0) &&
!overlap) {
- pipe->surface_copy(pipe,
- dst, dstX0, dstY0, /* dest */
- src, srcX0, srcY0, /* src */
- srcW, srcH); /* size */
+ struct pipe_subresource subdst;
+ subdst.face = dst->face;
+ subdst.level = dst->level;
+ pipe->resource_copy_region(pipe,
+ dst->texture, subdst,
+ dstX0, dstY0, dst->zslice,/* dest */
+ src_tex, srcsub,
+ srcX0, srcY0, srcZ0,/* src */
+ srcW, srcH); /* size */
return;
}
-
- assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
/* Create a temporary texture when src and dest alias or when src
- * is anything other than a single-level 2d texture.
+ * 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 (util_same_surface(src, dst) ||
- src->texture->target != PIPE_TEXTURE_2D ||
- src->texture->last_level != 0)
+ if ((src_tex == dst->texture &&
+ dst->face == srcsub.face &&
+ dst->level == srcsub.level &&
+ dst->zslice == srcZ0) ||
+ (src_tex->target != PIPE_TEXTURE_2D &&
+ src_tex->target != PIPE_TEXTURE_RECT))
{
- struct pipe_texture texTemp;
- struct pipe_surface *texSurf;
+ struct pipe_resource texTemp;
+ struct pipe_resource *tex;
+ struct pipe_sampler_view sv_templ;
+ struct pipe_subresource texsub;
const int srcLeft = MIN2(srcX0, srcX1);
const int srcTop = MIN2(srcY0, srcY1);
/* create temp texture */
memset(&texTemp, 0, sizeof(texTemp));
- texTemp.target = PIPE_TEXTURE_2D;
- texTemp.format = src->format;
+ texTemp.target = ctx->internal_target;
+ texTemp.format = src_tex->format;
texTemp.last_level = 0;
texTemp.width0 = srcW;
texTemp.height0 = srcH;
texTemp.depth0 = 1;
+ texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
- tex = screen->texture_create(screen, &texTemp);
+ tex = screen->resource_create(screen, &texTemp);
if (!tex)
return;
- texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_WRITE);
-
+ texsub.face = 0;
+ texsub.level = 0;
/* 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 */
+ pipe->resource_copy_region(pipe,
+ tex, texsub, 0, 0, 0, /* dest */
+ src_tex, srcsub, srcLeft, srcTop, srcZ0, /* src */
+ srcW, srcH); /* size */
+
+ 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);
- /* 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;
+ if (!sampler_view) {
+ pipe_resource_reference(&tex, NULL);
+ return;
+ }
+ pipe_resource_reference(&tex, NULL);
}
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;
+ u_sampler_view_default_template(&sv_templ, src_tex, src_tex->format);
+ sv_templ.first_level = sv_templ.last_level = srcsub.level;
+ 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, 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));
+ }
}
+ 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_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_sampler_textures(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_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;
+ /* 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;
cso_single_sampler(ctx->cso, 0, &ctx->sampler);
cso_single_sampler_done(ctx->cso);
cso_set_viewport(ctx->cso, &ctx->viewport);
/* texture */
- cso_set_sampler_textures(ctx->cso, 1, &tex);
+ cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
if (ctx->fs[writemask] == NULL)
ctx->fs[writemask] =
util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D,
+ TGSI_INTERPOLATE_LINEAR,
writemask);
/* shaders */
cso_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
cso_restore_samplers(ctx->cso);
- cso_restore_sampler_textures(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_clip(ctx->cso);
cso_restore_vertex_elements(ctx->cso);
- pipe_texture_reference(&tex, NULL);
+ pipe_sampler_view_reference(&sampler_view, NULL);
}
void
util_blit_pixels(struct blit_state *ctx,
- struct pipe_surface *src,
+ struct pipe_resource *src_tex,
+ struct pipe_subresource srcsub,
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,
+ util_blit_pixels_writemask( ctx, src_tex,
+ srcsub,
srcX0, srcY0,
srcX1, srcY1,
+ srcZ,
dst,
dstX0, dstY0,
dstX1, dstY1,
*/
void util_blit_flush( struct blit_state *ctx )
{
- pipe_buffer_reference(&ctx->vbuf, NULL);
+ pipe_resource_reference(&ctx->vbuf, NULL);
ctx->vbuf_slot = 0;
}
/**
* Copy pixel block from src texture to dst surface.
- * Overlapping regions are acceptable.
*
* XXX Should support selection of level.
* XXX need some control over blitting Z and/or stencil.
*/
void
util_blit_pixels_tex(struct blit_state *ctx,
- struct pipe_texture *tex,
- int srcX0, int srcY0,
- int srcX1, int srcY1,
- struct pipe_surface *dst,
- int dstX0, int dstY0,
- int dstX1, int dstY1,
- float z, uint filter)
+ struct pipe_sampler_view *src_sampler_view,
+ int srcX0, int srcY0,
+ int srcX1, int srcY1,
+ struct pipe_surface *dst,
+ int dstX0, int dstY0,
+ int dstX1, int dstY1,
+ float z, uint filter)
{
+ boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
struct pipe_framebuffer_state fb;
float s0, t0, s1, t1;
unsigned offset;
+ struct pipe_resource *tex = src_sampler_view->texture;
assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
filter == PIPE_TEX_MIPFILTER_LINEAR);
+ assert(tex);
assert(tex->width0 != 0);
assert(tex->height0 != 0);
- s0 = srcX0 / (float)tex->width0;
- s1 = srcX1 / (float)tex->width0;
- t0 = srcY0 / (float)tex->height0;
- t1 = srcY1 / (float)tex->height0;
+ s0 = srcX0;
+ s1 = srcX1;
+ t0 = srcY0;
+ t1 = srcY1;
+
+ if(normalized)
+ {
+ s0 /= (float)tex->width0;
+ s1 /= (float)tex->width0;
+ t0 /= (float)tex->height0;
+ t1 /= (float)tex->height0;
+ }
assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_RENDER_TARGET,
+ dst->texture->nr_samples,
+ PIPE_BIND_RENDER_TARGET,
0));
/* save state (restored below) */
cso_save_depth_stencil_alpha(ctx->cso);
cso_save_rasterizer(ctx->cso);
cso_save_samplers(ctx->cso);
- cso_save_sampler_textures(ctx->cso);
+ cso_save_fragment_sampler_views(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
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;
cso_single_sampler(ctx->cso, 0, &ctx->sampler);
cso_set_viewport(ctx->cso, &ctx->viewport);
/* texture */
- cso_set_sampler_textures(ctx->cso, 1, &tex);
+ 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_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
cso_restore_samplers(ctx->cso);
- cso_restore_sampler_textures(ctx->cso);
+ cso_restore_fragment_sampler_views(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);