#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"
struct cso_context *cso;
struct pipe_blend_state blend;
- struct pipe_depth_stencil_alpha_state depthstencil;
+ struct pipe_depth_stencil_alpha_state depthstencil_keep;
+ struct pipe_depth_stencil_alpha_state depthstencil_write;
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;
struct pipe_resource *vbuf; /**< quad vertices */
unsigned vbuf_slot;
ctx->blend.rt[0].colormask = PIPE_MASK_RGBA;
/* no-op depth/stencil/alpha */
- memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
+ 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->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);
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]);
+ if (ctx->fs_depth)
+ pipe->delete_fs_state(pipe, ctx->fs_depth);
+
pipe_resource_reference(&ctx->vbuf, NULL);
FREE(ctx);
if (!ctx->vbuf) {
ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
PIPE_BIND_VERTEX_BUFFER,
+ PIPE_USAGE_STREAM,
max_slots * sizeof ctx->vertices);
}
* \param writemask controls which channels in the dest surface are sourced
* from the src surface. Disabled channels are sourced
* from (0,0,0,1).
- * XXX need some control over blitting Z and/or stencil.
+ * XXX need some control over blitting stencil.
*/
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,
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
unsigned offset;
- boolean overlap;
+ boolean overlap, dst_is_depth;
float s0, t0, s1, t1;
+ boolean normalized;
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);
(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;
}
-
/* 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,
* This can still be improved upon.
*/
if ((src_tex == dst->texture &&
- dst->face == srcsub.face &&
- dst->level == srcsub.level &&
- dst->zslice == srcZ0) ||
- src_tex->target != PIPE_TEXTURE_2D)
+ 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))
{
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 = PIPE_TEXTURE_2D;
+ texTemp.target = ctx->internal_target;
texTemp.format = src_tex->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 */
-
- s0 = 0.0f;
- s1 = 1.0f;
- t0 = 0.0f;
- t1 = 1.0f;
+ tex, 0, 0, 0, 0, /* dest */
+ src_tex, src_level, &src_box);
+
+ 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);
}
else {
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 / (float)(u_minify(sampler_view->texture->width0, srcsub.level));
- s1 = srcX1 / (float)(u_minify(sampler_view->texture->width0, srcsub.level));
- t0 = srcY0 / (float)(u_minify(sampler_view->texture->height0, srcsub.level));
- t1 = srcY1 / (float)(u_minify(sampler_view->texture->height0, srcsub.level));
+ 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, 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);
- assert(screen->is_format_supported(screen, sampler_view->format, PIPE_TEXTURE_2D,
+ 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, PIPE_TEXTURE_2D,
+ assert(screen->is_format_supported(screen, dst->format, ctx->internal_target,
dst->texture->nr_samples,
- PIPE_BIND_RENDER_TARGET, 0));
-
+ dst_is_depth ? PIPE_BIND_DEPTH_STENCIL :
+ PIPE_BIND_RENDER_TARGET, 0));
/* 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);
- cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
+ cso_set_depth_stencil_alpha(ctx->cso,
+ 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);
/* 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;
+ 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);
/* texture */
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_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
+ 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);
+ } 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]);
+ }
cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
/* drawing dest */
memset(&fb, 0, sizeof(fb));
fb.width = dst->width;
fb.height = dst->height;
- fb.nr_cbufs = 1;
- fb.cbufs[0] = dst;
+ if (dst_is_depth) {
+ fb.zsbuf = dst;
+ } else {
+ fb.nr_cbufs = 1;
+ fb.cbufs[0] = dst;
+ }
cso_set_framebuffer(ctx->cso, &fb);
/* draw quad */
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);
}
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,
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;
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,
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_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
+ 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);
/* 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);
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);
}