Merge remote branch 'origin/master' into pipe-video
[mesa.git] / src / gallium / auxiliary / util / u_blit.c
index efc3a874cc2b0e971a50c3b0a0d37e477b1cea53..c11f7d383db7e62b2c2fb301e6fd6815113fdb40 100644 (file)
 #include "pipe/p_context.h"
 #include "util/u_debug.h"
 #include "pipe/p_defines.h"
-#include "pipe/p_inlines.h"
+#include "util/u_inlines.h"
 #include "pipe/p_shader_tokens.h"
+#include "pipe/p_state.h"
 
 #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 "cso_cache/cso_context.h"
@@ -54,17 +57,20 @@ struct blit_state
    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;
 
-   struct pipe_shader_state vert_shader;
-   struct pipe_shader_state frag_shader;
    void *vs;
-   void *fs;
+   void *fs[TGSI_WRITEMASK_XYZW + 1];
+   void *fs_depth;
 
-   struct pipe_buffer *vbuf;  /**< quad vertices */
+   struct pipe_resource *vbuf;  /**< quad vertices */
    unsigned vbuf_slot;
 
    float vertices[4][2][4];   /**< vertex/texcoords for quad */
@@ -90,21 +96,18 @@ util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
 
    /* disabled blending/masking */
    memset(&ctx->blend, 0, sizeof(ctx->blend));
-   ctx->blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
-   ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
-   ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
-   ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
-   ctx->blend.colormask = PIPE_MASK_RGBA;
+   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->rasterizer.front_winding = PIPE_WINDING_CW;
-   ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
-   ctx->rasterizer.bypass_clipping = 1;
-   /*ctx->rasterizer.bypass_vs = 1;*/
+   ctx->rasterizer.cull_face = PIPE_FACE_NONE;
    ctx->rasterizer.gl_rasterization_rules = 1;
 
    /* samplers */
@@ -115,30 +118,31 @@ util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
    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;
-
-   /* viewport (identity, we setup vertices in wincoords) */
-   ctx->viewport.scale[0] = 1.0;
-   ctx->viewport.scale[1] = 1.0;
-   ctx->viewport.scale[2] = 1.0;
-   ctx->viewport.scale[3] = 1.0;
-   ctx->viewport.translate[0] = 0.0;
-   ctx->viewport.translate[1] = 0.0;
-   ctx->viewport.translate[2] = 0.0;
-   ctx->viewport.translate[3] = 0.0;
-
-   /* vertex shader */
+
+   /* 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].vertex_buffer_index = 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,
-                                                    &ctx->vert_shader);
+                                                    semantic_indexes);
    }
 
    /* fragment shader */
-   ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_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 */
@@ -148,6 +152,11 @@ util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
       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;
 }
 
@@ -159,20 +168,28 @@ void
 util_destroy_blit(struct blit_state *ctx)
 {
    struct pipe_context *pipe = ctx->pipe;
+   unsigned i;
 
    pipe->delete_vs_state(pipe, ctx->vs);
-   pipe->delete_fs_state(pipe, ctx->fs);
 
-   FREE((void*) ctx->vert_shader.tokens);
-   FREE((void*) ctx->frag_shader.tokens);
+   for (i = 0; i < Elements(ctx->fs); i++)
+      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_buffer_reference(pipe->screen, &ctx->vbuf, NULL);
+   pipe_resource_reference(&ctx->vbuf, NULL);
 
    FREE(ctx);
 }
 
 
-static unsigned get_next_slot( struct blit_state *ctx )
+/**
+ * Get offset of next free slot in vertex buffer for quad vertices.
+ */
+static unsigned
+get_next_slot( struct blit_state *ctx )
 {
    const unsigned max_slots = 4096 / sizeof ctx->vertices;
 
@@ -181,62 +198,14 @@ static unsigned get_next_slot( struct blit_state *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;
 }
-                               
-
-
-/**
- * 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)
-{
-   void *buf;
-   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 );
-
-   buf = pipe_buffer_map(ctx->pipe->screen, ctx->vbuf,
-                         PIPE_BUFFER_USAGE_CPU_WRITE);
 
-   memcpy((char *)buf + offset, ctx->vertices, sizeof(ctx->vertices));
 
-   pipe_buffer_unmap(ctx->pipe->screen, ctx->vbuf);
-
-   return offset;
-}
 
 
 /**
@@ -249,7 +218,6 @@ setup_vertex_data_tex(struct blit_state *ctx,
                       float s0, float t0, float s1, float t1,
                       float z)
 {
-   void *buf;
    unsigned offset;
 
    ctx->vertices[0][0][0] = x0;
@@ -278,150 +246,313 @@ setup_vertex_data_tex(struct blit_state *ctx,
 
    offset = get_next_slot( ctx );
 
-   buf = pipe_buffer_map(ctx->pipe->screen, ctx->vbuf,
-                         PIPE_BUFFER_USAGE_CPU_WRITE);
+   pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
+                               offset, sizeof(ctx->vertices), ctx->vertices);
+
+   return offset;
+}
+
 
-   memcpy((char *)buf + offset, ctx->vertices, sizeof(ctx->vertices));
+/**
+ * \return TRUE if two regions overlap, FALSE otherwise
+ */
+static boolean
+regions_overlap(int srcX0, int srcY0,
+                int srcX1, int srcY1,
+                int dstX0, int dstY0,
+                int dstX1, int dstY1)
+{
+   if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
+      return FALSE; /* src completely left of dst */
 
-   pipe_buffer_unmap(ctx->pipe->screen, ctx->vbuf);
+   if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
+      return FALSE; /* dst completely left of src */
 
-   return offset;
+   if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
+      return FALSE; /* src completely above dst */
+
+   if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
+      return FALSE; /* dst completely above src */
+
+   return TRUE; /* some overlap */
 }
+
+
 /**
  * Copy pixel block from src surface to dst surface.
  * Overlapping regions are acceptable.
- * XXX need some control over blitting Z and/or stencil.
+ * Flipping and stretching are supported.
+ * \param filter  one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
+ * \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 stencil.
  */
 void
-util_blit_pixels(struct blit_state *ctx,
-                 struct pipe_surface *src,
-                 int srcX0, int srcY0,
-                 int srcX1, int srcY1,
-                 struct pipe_surface *dst,
-                 int dstX0, int dstY0,
-                 int dstX1, int dstY1,
-                 float z, uint filter)
+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)
 {
    struct pipe_context *pipe = ctx->pipe;
    struct pipe_screen *screen = pipe->screen;
-   struct pipe_texture texTemp, *tex;
-   struct pipe_surface *texSurf;
+   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);
-   const int srcLeft = MIN2(srcX0, srcX1);
-   const int srcTop = MIN2(srcY0, srcY1);
    unsigned offset;
+   boolean overlap, dst_is_depth;
+   float s0, t0, s1, t1;
+   boolean normalized;
 
    assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
           filter == PIPE_TEX_MIPFILTER_LINEAR);
 
-   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(src_level <= src_tex->last_level);
 
-   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_SAMPLER, 0));
-
-   if(dst->format == src->format && (dstX1 - dstX0) == srcW && (dstY1 - dstY0) == srcH) {
-      /* FIXME: this will most surely fail for overlapping rectangles */
-      pipe->surface_copy(pipe, FALSE,
-                        dst, dstX0, dstY0,   /* dest */
-                        src, srcX0, srcY0, /* src */
-                        srcW, srcH);     /* size */
-      return;
-   }
-   
-   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
-                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
+   /* do the regions overlap? */
+   overlap = src_tex == dst->texture &&
+             dst->u.tex.level == src_level &&
+             dst->u.tex.first_layer == srcZ0 &&
+      regions_overlap(srcX0, srcY0, srcX1, srcY1,
+                      dstX0, dstY0, dstX1, dstY1);
 
    /*
-    * XXX for now we're always creating a temporary texture.
-    * Strictly speaking that's not always needed.
+    * 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 &&
+       srcX0 < srcX1 &&
+       dstX0 < dstX1 &&
+       srcY0 < srcY1 &&
+       dstY0 < dstY1 &&
+       (dstX1 - dstX0) == (srcX1 - srcX0) &&
+       (dstY1 - dstY0) == (srcY1 - srcY0) &&
+       !overlap) {
+      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, dst->u.tex.level,
+                                 dstX0, dstY0, dst->u.tex.first_layer,/* dest */
+                                 src_tex, src_level,
+                                 &src_box);
+       return;
+   }
 
-   /* 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;
-   texTemp.compressed = 0;
-   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, FALSE,
-                      texSurf, 0, 0,   /* dest */
-                      src, srcLeft, srcTop, /* src */
-                      srcW, srcH);     /* size */
-
-   /* free the surface, update the texture if necessary.
+   /* 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.
     */
-   screen->tex_surface_release(screen, &texSurf);
+   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))
+   {
+      struct pipe_resource texTemp;
+      struct pipe_resource *tex;
+      struct pipe_sampler_view sv_templ;
+      struct pipe_box src_box;
+      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 = 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;
+
+      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, 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);
+
+      if (!sampler_view) {
+         pipe_resource_reference(&tex, NULL);
+         return;
+      }
+      pipe_resource_reference(&tex, NULL);
+   }
+   else {
+      u_sampler_view_default_template(&sv_templ, src_tex, src_tex->format);
+      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, 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, 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,
+                                      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_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_save_vertex_shader(ctx->cso);
-   cso_save_viewport(ctx->cso);
+   cso_save_clip(ctx->cso);
+   cso_save_vertex_elements(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_viewport(ctx->cso, &ctx->viewport);
+   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;
+   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[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[2] = 0.5f;
+   ctx->viewport.translate[3] = 0.0f;
+   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);
 
    /* shaders */
-   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
+   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 */
-   offset = setup_vertex_data(ctx,
-                              (float) dstX0, (float) dstY0, 
-                              (float) dstX1, (float) dstY1, z);
+   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,
+                                  s0, t0,
+                                  s1, t1,
+                                  z);
 
    util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
                            PIPE_PRIM_TRIANGLE_FAN,
@@ -433,13 +564,40 @@ util_blit_pixels(struct blit_state *ctx,
    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_vertex_shader(ctx->cso);
-   cso_restore_viewport(ctx->cso);
+   cso_restore_clip(ctx->cso);
+   cso_restore_vertex_elements(ctx->cso);
+
+   pipe_sampler_view_reference(&sampler_view, NULL);
+}
+
 
-   screen->texture_release(screen, &tex);
+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 );
 }
 
 
@@ -448,7 +606,7 @@ util_blit_pixels(struct blit_state *ctx,
  */
 void util_blit_flush( struct blit_state *ctx )
 {
-   pipe_buffer_reference(ctx->pipe->screen, &ctx->vbuf, NULL);
+   pipe_resource_reference(&ctx->vbuf, NULL);
    ctx->vbuf_slot = 0;
 } 
 
@@ -456,69 +614,95 @@ void util_blit_flush( struct blit_state *ctx )
 
 /**
  * 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)
 {
-   struct pipe_context *pipe = ctx->pipe;
-   struct pipe_screen *screen = pipe->screen;
+   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->width[0] != 0);
-   assert(tex->height[0] != 0);
+   assert(tex);
+   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;
+   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(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
-                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
+   assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
+                                                 PIPE_TEXTURE_2D,
+                                                 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_save_vertex_shader(ctx->cso);
-   cso_save_viewport(ctx->cso);
+   cso_save_clip(ctx->cso);
+   cso_save_vertex_elements(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_viewport(ctx->cso, &ctx->viewport);
+   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);
    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[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[2] = 0.5f;
+   ctx->viewport.translate[3] = 0.0f;
+   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);
+   cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
    cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
 
    /* drawing dest */
@@ -531,8 +715,10 @@ util_blit_pixels_tex(struct blit_state *ctx,
 
    /* draw quad */
    offset = setup_vertex_data_tex(ctx,
-                                  (float) dstX0, (float) dstY0,
-                                  (float) dstX1, (float) dstY1,
+                                  (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,
                                   s0, t0, s1, t1,
                                   z);
 
@@ -547,9 +733,11 @@ util_blit_pixels_tex(struct blit_state *ctx,
    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_vertex_shader(ctx->cso);
-   cso_restore_viewport(ctx->cso);
+   cso_restore_clip(ctx->cso);
+   cso_restore_vertex_elements(ctx->cso);
 }