X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fauxiliary%2Futil%2Fu_blit.c;h=c9050ca864c15db419f45f34c27655dd20fc5fe0;hb=772b25e1f366edc857e77b8c1ccdc5297d82cc41;hp=414cf910254124de78fc814a0cb2123c552a0ff0;hpb=1036ef2bf468611d37b5df06fc4424f2002e3837;p=mesa.git diff --git a/src/gallium/auxiliary/util/u_blit.c b/src/gallium/auxiliary/util/u_blit.c index 414cf910254..c11f7d383db 100644 --- a/src/gallium/auxiliary/util/u_blit.c +++ b/src/gallium/auxiliary/util/u_blit.c @@ -36,14 +36,16 @@ #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" @@ -55,15 +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; 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 */ @@ -89,16 +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.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_vs_clip_and_viewport = 1; + ctx->rasterizer.cull_face = PIPE_FACE_NONE; ctx->rasterizer.gl_rasterization_rules = 1; /* samplers */ @@ -109,8 +118,15 @@ 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; + /* 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. @@ -124,7 +140,9 @@ util_create_blit(struct pipe_context *pipe, struct cso_context *cso) } /* fragment shader */ - ctx->fs = util_make_fragment_tex_shader(pipe); + 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 */ @@ -134,6 +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; } @@ -145,17 +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); - pipe_buffer_reference(&ctx->vbuf, NULL); + 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_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; @@ -164,57 +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) -{ - 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 ); - - pipe_buffer_write(ctx->pipe->screen, ctx->vbuf, - offset, sizeof(ctx->vertices), ctx->vertices); - - return offset; -} /** @@ -255,143 +246,313 @@ setup_vertex_data_tex(struct blit_state *ctx, offset = get_next_slot( ctx ); - pipe_buffer_write(ctx->pipe->screen, ctx->vbuf, - offset, sizeof(ctx->vertices), ctx->vertices); + pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf, + offset, sizeof(ctx->vertices), ctx->vertices); return offset; } + + +/** + * \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 */ + + if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1)) + return FALSE; /* dst completely left of src */ + + 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, - 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; - 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, - 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. */ - pipe_surface_reference(&texSurf, NULL); + 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_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_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, @@ -403,12 +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_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_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 ); } @@ -417,7 +606,7 @@ util_blit_pixels(struct blit_state *ctx, */ void util_blit_flush( struct blit_state *ctx ) { - pipe_buffer_reference(&ctx->vbuf, NULL); + pipe_resource_reference(&ctx->vbuf, NULL); ctx->vbuf_slot = 0; } @@ -425,39 +614,50 @@ 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) { + 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(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) */ @@ -465,27 +665,44 @@ util_blit_pixels_tex(struct blit_state *ctx, 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_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_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 */ @@ -498,8 +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); @@ -514,8 +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_clip(ctx->cso); + cso_restore_vertex_elements(ctx->cso); }