Merge remote branch 'origin/master' into nv50-compiler
[mesa.git] / src / gallium / auxiliary / util / u_blit.c
1 /**************************************************************************
2 *
3 * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /**
29 * @file
30 * Copy/blit pixel rect between surfaces
31 *
32 * @author Brian Paul
33 */
34
35
36 #include "pipe/p_context.h"
37 #include "util/u_debug.h"
38 #include "pipe/p_defines.h"
39 #include "util/u_inlines.h"
40 #include "pipe/p_shader_tokens.h"
41 #include "pipe/p_state.h"
42
43 #include "util/u_blit.h"
44 #include "util/u_draw_quad.h"
45 #include "util/u_format.h"
46 #include "util/u_math.h"
47 #include "util/u_memory.h"
48 #include "util/u_sampler.h"
49 #include "util/u_simple_shaders.h"
50
51 #include "cso_cache/cso_context.h"
52
53
54 struct blit_state
55 {
56 struct pipe_context *pipe;
57 struct cso_context *cso;
58
59 struct pipe_blend_state blend;
60 struct pipe_depth_stencil_alpha_state depthstencil_keep;
61 struct pipe_depth_stencil_alpha_state depthstencil_write;
62 struct pipe_rasterizer_state rasterizer;
63 struct pipe_sampler_state sampler;
64 struct pipe_viewport_state viewport;
65 struct pipe_clip_state clip;
66 struct pipe_vertex_element velem[2];
67 enum pipe_texture_target internal_target;
68
69 void *vs;
70 void *fs[TGSI_WRITEMASK_XYZW + 1];
71 void *fs_depth;
72
73 struct pipe_resource *vbuf; /**< quad vertices */
74 unsigned vbuf_slot;
75
76 float vertices[4][2][4]; /**< vertex/texcoords for quad */
77 };
78
79
80 /**
81 * Create state object for blit.
82 * Intended to be created once and re-used for many blit() calls.
83 */
84 struct blit_state *
85 util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
86 {
87 struct blit_state *ctx;
88 uint i;
89
90 ctx = CALLOC_STRUCT(blit_state);
91 if (!ctx)
92 return NULL;
93
94 ctx->pipe = pipe;
95 ctx->cso = cso;
96
97 /* disabled blending/masking */
98 memset(&ctx->blend, 0, sizeof(ctx->blend));
99 ctx->blend.rt[0].colormask = PIPE_MASK_RGBA;
100
101 /* no-op depth/stencil/alpha */
102 memset(&ctx->depthstencil_keep, 0, sizeof(ctx->depthstencil_keep));
103 memset(&ctx->depthstencil_write, 0, sizeof(ctx->depthstencil_write));
104 ctx->depthstencil_write.depth.enabled = 1;
105 ctx->depthstencil_write.depth.writemask = 1;
106 ctx->depthstencil_write.depth.func = PIPE_FUNC_ALWAYS;
107
108 /* rasterizer */
109 memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
110 ctx->rasterizer.cull_face = PIPE_FACE_NONE;
111 ctx->rasterizer.gl_rasterization_rules = 1;
112
113 /* samplers */
114 memset(&ctx->sampler, 0, sizeof(ctx->sampler));
115 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
116 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
117 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
118 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
119 ctx->sampler.min_img_filter = 0; /* set later */
120 ctx->sampler.mag_img_filter = 0; /* set later */
121
122 /* vertex elements state */
123 memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2);
124 for (i = 0; i < 2; i++) {
125 ctx->velem[i].src_offset = i * 4 * sizeof(float);
126 ctx->velem[i].instance_divisor = 0;
127 ctx->velem[i].vertex_buffer_index = 0;
128 ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
129 }
130
131 /* vertex shader - still required to provide the linkage between
132 * fragment shader input semantics and vertex_element/buffers.
133 */
134 {
135 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
136 TGSI_SEMANTIC_GENERIC };
137 const uint semantic_indexes[] = { 0, 0 };
138 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
139 semantic_indexes);
140 }
141
142 /* fragment shader */
143 ctx->fs[TGSI_WRITEMASK_XYZW] =
144 util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D,
145 TGSI_INTERPOLATE_LINEAR);
146 ctx->vbuf = NULL;
147
148 /* init vertex data that doesn't change */
149 for (i = 0; i < 4; i++) {
150 ctx->vertices[i][0][3] = 1.0f; /* w */
151 ctx->vertices[i][1][2] = 0.0f; /* r */
152 ctx->vertices[i][1][3] = 1.0f; /* q */
153 }
154
155 if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
156 ctx->internal_target = PIPE_TEXTURE_2D;
157 else
158 ctx->internal_target = PIPE_TEXTURE_RECT;
159
160 return ctx;
161 }
162
163
164 /**
165 * Destroy a blit context
166 */
167 void
168 util_destroy_blit(struct blit_state *ctx)
169 {
170 struct pipe_context *pipe = ctx->pipe;
171 unsigned i;
172
173 pipe->delete_vs_state(pipe, ctx->vs);
174
175 for (i = 0; i < Elements(ctx->fs); i++)
176 if (ctx->fs[i])
177 pipe->delete_fs_state(pipe, ctx->fs[i]);
178
179 if (ctx->fs_depth)
180 pipe->delete_fs_state(pipe, ctx->fs_depth);
181
182 pipe_resource_reference(&ctx->vbuf, NULL);
183
184 FREE(ctx);
185 }
186
187
188 /**
189 * Get offset of next free slot in vertex buffer for quad vertices.
190 */
191 static unsigned
192 get_next_slot( struct blit_state *ctx )
193 {
194 const unsigned max_slots = 4096 / sizeof ctx->vertices;
195
196 if (ctx->vbuf_slot >= max_slots)
197 util_blit_flush( ctx );
198
199 if (!ctx->vbuf) {
200 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
201 PIPE_BIND_VERTEX_BUFFER,
202 max_slots * sizeof ctx->vertices);
203 }
204
205 return ctx->vbuf_slot++ * sizeof ctx->vertices;
206 }
207
208
209
210
211 /**
212 * Setup vertex data for the textured quad we'll draw.
213 * Note: y=0=top
214 */
215 static unsigned
216 setup_vertex_data_tex(struct blit_state *ctx,
217 float x0, float y0, float x1, float y1,
218 float s0, float t0, float s1, float t1,
219 float z)
220 {
221 unsigned offset;
222
223 ctx->vertices[0][0][0] = x0;
224 ctx->vertices[0][0][1] = y0;
225 ctx->vertices[0][0][2] = z;
226 ctx->vertices[0][1][0] = s0; /*s*/
227 ctx->vertices[0][1][1] = t0; /*t*/
228
229 ctx->vertices[1][0][0] = x1;
230 ctx->vertices[1][0][1] = y0;
231 ctx->vertices[1][0][2] = z;
232 ctx->vertices[1][1][0] = s1; /*s*/
233 ctx->vertices[1][1][1] = t0; /*t*/
234
235 ctx->vertices[2][0][0] = x1;
236 ctx->vertices[2][0][1] = y1;
237 ctx->vertices[2][0][2] = z;
238 ctx->vertices[2][1][0] = s1;
239 ctx->vertices[2][1][1] = t1;
240
241 ctx->vertices[3][0][0] = x0;
242 ctx->vertices[3][0][1] = y1;
243 ctx->vertices[3][0][2] = z;
244 ctx->vertices[3][1][0] = s0;
245 ctx->vertices[3][1][1] = t1;
246
247 offset = get_next_slot( ctx );
248
249 pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
250 offset, sizeof(ctx->vertices), ctx->vertices);
251
252 return offset;
253 }
254
255
256 /**
257 * \return TRUE if two regions overlap, FALSE otherwise
258 */
259 static boolean
260 regions_overlap(int srcX0, int srcY0,
261 int srcX1, int srcY1,
262 int dstX0, int dstY0,
263 int dstX1, int dstY1)
264 {
265 if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
266 return FALSE; /* src completely left of dst */
267
268 if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
269 return FALSE; /* dst completely left of src */
270
271 if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
272 return FALSE; /* src completely above dst */
273
274 if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
275 return FALSE; /* dst completely above src */
276
277 return TRUE; /* some overlap */
278 }
279
280
281 /**
282 * Copy pixel block from src surface to dst surface.
283 * Overlapping regions are acceptable.
284 * Flipping and stretching are supported.
285 * \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
286 * \param writemask controls which channels in the dest surface are sourced
287 * from the src surface. Disabled channels are sourced
288 * from (0,0,0,1).
289 * XXX need some control over blitting stencil.
290 */
291 void
292 util_blit_pixels_writemask(struct blit_state *ctx,
293 struct pipe_resource *src_tex,
294 struct pipe_subresource srcsub,
295 int srcX0, int srcY0,
296 int srcX1, int srcY1,
297 int srcZ0,
298 struct pipe_surface *dst,
299 int dstX0, int dstY0,
300 int dstX1, int dstY1,
301 float z, uint filter,
302 uint writemask)
303 {
304 struct pipe_context *pipe = ctx->pipe;
305 struct pipe_screen *screen = pipe->screen;
306 struct pipe_sampler_view *sampler_view = NULL;
307 struct pipe_sampler_view sv_templ;
308 struct pipe_framebuffer_state fb;
309 const int srcW = abs(srcX1 - srcX0);
310 const int srcH = abs(srcY1 - srcY0);
311 unsigned offset;
312 boolean overlap, dst_is_depth;
313 float s0, t0, s1, t1;
314 boolean normalized;
315
316 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
317 filter == PIPE_TEX_MIPFILTER_LINEAR);
318
319 assert(srcsub.level <= src_tex->last_level);
320
321 /* do the regions overlap? */
322 overlap = src_tex == dst->texture &&
323 dst->face == srcsub.face &&
324 dst->level == srcsub.level &&
325 dst->zslice == srcZ0 &&
326 regions_overlap(srcX0, srcY0, srcX1, srcY1,
327 dstX0, dstY0, dstX1, dstY1);
328
329 /*
330 * Check for simple case: no format conversion, no flipping, no stretching,
331 * no overlapping.
332 * Filter mode should not matter since there's no stretching.
333 */
334 if (dst->format == src_tex->format &&
335 srcX0 < srcX1 &&
336 dstX0 < dstX1 &&
337 srcY0 < srcY1 &&
338 dstY0 < dstY1 &&
339 (dstX1 - dstX0) == (srcX1 - srcX0) &&
340 (dstY1 - dstY0) == (srcY1 - srcY0) &&
341 !overlap) {
342 struct pipe_subresource subdst;
343 subdst.face = dst->face;
344 subdst.level = dst->level;
345 pipe->resource_copy_region(pipe,
346 dst->texture, subdst,
347 dstX0, dstY0, dst->zslice,/* dest */
348 src_tex, srcsub,
349 srcX0, srcY0, srcZ0,/* src */
350 srcW, srcH); /* size */
351 return;
352 }
353
354 /* Create a temporary texture when src and dest alias or when src
355 * is anything other than a 2d texture.
356 * XXX should just use appropriate shader to access 1d / 3d slice / cube face,
357 * much like the u_blitter code does (should be pretty trivial).
358 *
359 * This can still be improved upon.
360 */
361 if ((src_tex == dst->texture &&
362 dst->face == srcsub.face &&
363 dst->level == srcsub.level &&
364 dst->zslice == srcZ0) ||
365 (src_tex->target != PIPE_TEXTURE_2D &&
366 src_tex->target != PIPE_TEXTURE_RECT))
367 {
368 struct pipe_resource texTemp;
369 struct pipe_resource *tex;
370 struct pipe_sampler_view sv_templ;
371 struct pipe_subresource texsub;
372 const int srcLeft = MIN2(srcX0, srcX1);
373 const int srcTop = MIN2(srcY0, srcY1);
374
375 if (srcLeft != srcX0) {
376 /* left-right flip */
377 int tmp = dstX0;
378 dstX0 = dstX1;
379 dstX1 = tmp;
380 }
381
382 if (srcTop != srcY0) {
383 /* up-down flip */
384 int tmp = dstY0;
385 dstY0 = dstY1;
386 dstY1 = tmp;
387 }
388
389 /* create temp texture */
390 memset(&texTemp, 0, sizeof(texTemp));
391 texTemp.target = ctx->internal_target;
392 texTemp.format = src_tex->format;
393 texTemp.last_level = 0;
394 texTemp.width0 = srcW;
395 texTemp.height0 = srcH;
396 texTemp.depth0 = 1;
397 texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
398
399 tex = screen->resource_create(screen, &texTemp);
400 if (!tex)
401 return;
402
403 texsub.face = 0;
404 texsub.level = 0;
405 /* load temp texture */
406 pipe->resource_copy_region(pipe,
407 tex, texsub, 0, 0, 0, /* dest */
408 src_tex, srcsub, srcLeft, srcTop, srcZ0, /* src */
409 srcW, srcH); /* size */
410
411 normalized = tex->target != PIPE_TEXTURE_RECT;
412 if(normalized) {
413 s0 = 0.0f;
414 s1 = 1.0f;
415 t0 = 0.0f;
416 t1 = 1.0f;
417 }
418 else {
419 s0 = 0;
420 s1 = srcW;
421 t0 = 0;
422 t1 = srcH;
423 }
424
425 u_sampler_view_default_template(&sv_templ, tex, tex->format);
426 sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
427
428 if (!sampler_view) {
429 pipe_resource_reference(&tex, NULL);
430 return;
431 }
432 pipe_resource_reference(&tex, NULL);
433 }
434 else {
435 u_sampler_view_default_template(&sv_templ, src_tex, src_tex->format);
436 sv_templ.first_level = sv_templ.last_level = srcsub.level;
437 sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
438
439 if (!sampler_view) {
440 return;
441 }
442
443 s0 = srcX0;
444 s1 = srcX1;
445 t0 = srcY0;
446 t1 = srcY1;
447 normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
448 if(normalized)
449 {
450 s0 /= (float)(u_minify(sampler_view->texture->width0, srcsub.level));
451 s1 /= (float)(u_minify(sampler_view->texture->width0, srcsub.level));
452 t0 /= (float)(u_minify(sampler_view->texture->height0, srcsub.level));
453 t1 /= (float)(u_minify(sampler_view->texture->height0, srcsub.level));
454 }
455 }
456
457 dst_is_depth = util_format_is_depth_or_stencil(dst->format);
458
459 assert(screen->is_format_supported(screen, sampler_view->format, ctx->internal_target,
460 sampler_view->texture->nr_samples,
461 PIPE_BIND_SAMPLER_VIEW, 0));
462 assert(screen->is_format_supported(screen, dst->format, ctx->internal_target,
463 dst->texture->nr_samples,
464 dst_is_depth ? PIPE_BIND_DEPTH_STENCIL :
465 PIPE_BIND_RENDER_TARGET, 0));
466 /* save state (restored below) */
467 cso_save_blend(ctx->cso);
468 cso_save_depth_stencil_alpha(ctx->cso);
469 cso_save_rasterizer(ctx->cso);
470 cso_save_samplers(ctx->cso);
471 cso_save_fragment_sampler_views(ctx->cso);
472 cso_save_viewport(ctx->cso);
473 cso_save_framebuffer(ctx->cso);
474 cso_save_fragment_shader(ctx->cso);
475 cso_save_vertex_shader(ctx->cso);
476 cso_save_clip(ctx->cso);
477 cso_save_vertex_elements(ctx->cso);
478
479 /* set misc state we care about */
480 cso_set_blend(ctx->cso, &ctx->blend);
481 cso_set_depth_stencil_alpha(ctx->cso,
482 dst_is_depth ? &ctx->depthstencil_write :
483 &ctx->depthstencil_keep);
484 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
485 cso_set_clip(ctx->cso, &ctx->clip);
486 cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
487
488 /* sampler */
489 ctx->sampler.normalized_coords = normalized;
490 ctx->sampler.min_img_filter = filter;
491 ctx->sampler.mag_img_filter = filter;
492 /* we've limited this already with the sampler view but you never know... */
493 ctx->sampler.min_lod = srcsub.level;
494 ctx->sampler.max_lod = srcsub.level;
495 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
496 cso_single_sampler_done(ctx->cso);
497
498 /* viewport */
499 ctx->viewport.scale[0] = 0.5f * dst->width;
500 ctx->viewport.scale[1] = 0.5f * dst->height;
501 ctx->viewport.scale[2] = 0.5f;
502 ctx->viewport.scale[3] = 1.0f;
503 ctx->viewport.translate[0] = 0.5f * dst->width;
504 ctx->viewport.translate[1] = 0.5f * dst->height;
505 ctx->viewport.translate[2] = 0.5f;
506 ctx->viewport.translate[3] = 0.0f;
507 cso_set_viewport(ctx->cso, &ctx->viewport);
508
509 /* texture */
510 cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
511
512 /* shaders */
513 if (dst_is_depth) {
514 if (ctx->fs_depth == NULL)
515 ctx->fs_depth =
516 util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_2D,
517 TGSI_INTERPOLATE_LINEAR);
518
519 cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth);
520 } else {
521 if (ctx->fs[writemask] == NULL)
522 ctx->fs[writemask] =
523 util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D,
524 TGSI_INTERPOLATE_LINEAR,
525 writemask);
526
527 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
528 }
529 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
530
531 /* drawing dest */
532 memset(&fb, 0, sizeof(fb));
533 fb.width = dst->width;
534 fb.height = dst->height;
535 if (dst_is_depth) {
536 fb.zsbuf = dst;
537 } else {
538 fb.nr_cbufs = 1;
539 fb.cbufs[0] = dst;
540 }
541 cso_set_framebuffer(ctx->cso, &fb);
542
543 /* draw quad */
544 offset = setup_vertex_data_tex(ctx,
545 (float) dstX0 / dst->width * 2.0f - 1.0f,
546 (float) dstY0 / dst->height * 2.0f - 1.0f,
547 (float) dstX1 / dst->width * 2.0f - 1.0f,
548 (float) dstY1 / dst->height * 2.0f - 1.0f,
549 s0, t0,
550 s1, t1,
551 z);
552
553 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
554 PIPE_PRIM_TRIANGLE_FAN,
555 4, /* verts */
556 2); /* attribs/vert */
557
558 /* restore state we changed */
559 cso_restore_blend(ctx->cso);
560 cso_restore_depth_stencil_alpha(ctx->cso);
561 cso_restore_rasterizer(ctx->cso);
562 cso_restore_samplers(ctx->cso);
563 cso_restore_fragment_sampler_views(ctx->cso);
564 cso_restore_viewport(ctx->cso);
565 cso_restore_framebuffer(ctx->cso);
566 cso_restore_fragment_shader(ctx->cso);
567 cso_restore_vertex_shader(ctx->cso);
568 cso_restore_clip(ctx->cso);
569 cso_restore_vertex_elements(ctx->cso);
570
571 pipe_sampler_view_reference(&sampler_view, NULL);
572 }
573
574
575 void
576 util_blit_pixels(struct blit_state *ctx,
577 struct pipe_resource *src_tex,
578 struct pipe_subresource srcsub,
579 int srcX0, int srcY0,
580 int srcX1, int srcY1,
581 int srcZ,
582 struct pipe_surface *dst,
583 int dstX0, int dstY0,
584 int dstX1, int dstY1,
585 float z, uint filter )
586 {
587 util_blit_pixels_writemask( ctx, src_tex,
588 srcsub,
589 srcX0, srcY0,
590 srcX1, srcY1,
591 srcZ,
592 dst,
593 dstX0, dstY0,
594 dstX1, dstY1,
595 z, filter,
596 TGSI_WRITEMASK_XYZW );
597 }
598
599
600 /* Release vertex buffer at end of frame to avoid synchronous
601 * rendering.
602 */
603 void util_blit_flush( struct blit_state *ctx )
604 {
605 pipe_resource_reference(&ctx->vbuf, NULL);
606 ctx->vbuf_slot = 0;
607 }
608
609
610
611 /**
612 * Copy pixel block from src texture to dst surface.
613 *
614 * XXX Should support selection of level.
615 * XXX need some control over blitting Z and/or stencil.
616 */
617 void
618 util_blit_pixels_tex(struct blit_state *ctx,
619 struct pipe_sampler_view *src_sampler_view,
620 int srcX0, int srcY0,
621 int srcX1, int srcY1,
622 struct pipe_surface *dst,
623 int dstX0, int dstY0,
624 int dstX1, int dstY1,
625 float z, uint filter)
626 {
627 boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
628 struct pipe_framebuffer_state fb;
629 float s0, t0, s1, t1;
630 unsigned offset;
631 struct pipe_resource *tex = src_sampler_view->texture;
632
633 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
634 filter == PIPE_TEX_MIPFILTER_LINEAR);
635
636 assert(tex);
637 assert(tex->width0 != 0);
638 assert(tex->height0 != 0);
639
640 s0 = srcX0;
641 s1 = srcX1;
642 t0 = srcY0;
643 t1 = srcY1;
644
645 if(normalized)
646 {
647 s0 /= (float)tex->width0;
648 s1 /= (float)tex->width0;
649 t0 /= (float)tex->height0;
650 t1 /= (float)tex->height0;
651 }
652
653 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
654 PIPE_TEXTURE_2D,
655 dst->texture->nr_samples,
656 PIPE_BIND_RENDER_TARGET,
657 0));
658
659 /* save state (restored below) */
660 cso_save_blend(ctx->cso);
661 cso_save_depth_stencil_alpha(ctx->cso);
662 cso_save_rasterizer(ctx->cso);
663 cso_save_samplers(ctx->cso);
664 cso_save_fragment_sampler_views(ctx->cso);
665 cso_save_framebuffer(ctx->cso);
666 cso_save_fragment_shader(ctx->cso);
667 cso_save_vertex_shader(ctx->cso);
668 cso_save_clip(ctx->cso);
669 cso_save_vertex_elements(ctx->cso);
670
671 /* set misc state we care about */
672 cso_set_blend(ctx->cso, &ctx->blend);
673 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil_keep);
674 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
675 cso_set_clip(ctx->cso, &ctx->clip);
676 cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
677
678 /* sampler */
679 ctx->sampler.normalized_coords = normalized;
680 ctx->sampler.min_img_filter = filter;
681 ctx->sampler.mag_img_filter = filter;
682 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
683 cso_single_sampler_done(ctx->cso);
684
685 /* viewport */
686 ctx->viewport.scale[0] = 0.5f * dst->width;
687 ctx->viewport.scale[1] = 0.5f * dst->height;
688 ctx->viewport.scale[2] = 0.5f;
689 ctx->viewport.scale[3] = 1.0f;
690 ctx->viewport.translate[0] = 0.5f * dst->width;
691 ctx->viewport.translate[1] = 0.5f * dst->height;
692 ctx->viewport.translate[2] = 0.5f;
693 ctx->viewport.translate[3] = 0.0f;
694 cso_set_viewport(ctx->cso, &ctx->viewport);
695
696 /* texture */
697 cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
698
699 /* shaders */
700 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
701 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
702
703 /* drawing dest */
704 memset(&fb, 0, sizeof(fb));
705 fb.width = dst->width;
706 fb.height = dst->height;
707 fb.nr_cbufs = 1;
708 fb.cbufs[0] = dst;
709 cso_set_framebuffer(ctx->cso, &fb);
710
711 /* draw quad */
712 offset = setup_vertex_data_tex(ctx,
713 (float) dstX0 / dst->width * 2.0f - 1.0f,
714 (float) dstY0 / dst->height * 2.0f - 1.0f,
715 (float) dstX1 / dst->width * 2.0f - 1.0f,
716 (float) dstY1 / dst->height * 2.0f - 1.0f,
717 s0, t0, s1, t1,
718 z);
719
720 util_draw_vertex_buffer(ctx->pipe,
721 ctx->vbuf, offset,
722 PIPE_PRIM_TRIANGLE_FAN,
723 4, /* verts */
724 2); /* attribs/vert */
725
726 /* restore state we changed */
727 cso_restore_blend(ctx->cso);
728 cso_restore_depth_stencil_alpha(ctx->cso);
729 cso_restore_rasterizer(ctx->cso);
730 cso_restore_samplers(ctx->cso);
731 cso_restore_fragment_sampler_views(ctx->cso);
732 cso_restore_framebuffer(ctx->cso);
733 cso_restore_fragment_shader(ctx->cso);
734 cso_restore_vertex_shader(ctx->cso);
735 cso_restore_clip(ctx->cso);
736 cso_restore_vertex_elements(ctx->cso);
737 }