Merge branch 'gallium-noblocks'
[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 "pipe/p_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_math.h"
46 #include "util/u_memory.h"
47 #include "util/u_simple_shaders.h"
48 #include "util/u_surface.h"
49 #include "util/u_rect.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;
61 struct pipe_rasterizer_state rasterizer;
62 struct pipe_sampler_state sampler;
63 struct pipe_viewport_state viewport;
64
65 void *vs;
66 void *fs[TGSI_WRITEMASK_XYZW + 1];
67
68 struct pipe_buffer *vbuf; /**< quad vertices */
69 unsigned vbuf_slot;
70
71 float vertices[4][2][4]; /**< vertex/texcoords for quad */
72 };
73
74
75 /**
76 * Create state object for blit.
77 * Intended to be created once and re-used for many blit() calls.
78 */
79 struct blit_state *
80 util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
81 {
82 struct blit_state *ctx;
83 uint i;
84
85 ctx = CALLOC_STRUCT(blit_state);
86 if (!ctx)
87 return NULL;
88
89 ctx->pipe = pipe;
90 ctx->cso = cso;
91
92 /* disabled blending/masking */
93 memset(&ctx->blend, 0, sizeof(ctx->blend));
94 ctx->blend.colormask = PIPE_MASK_RGBA;
95
96 /* no-op depth/stencil/alpha */
97 memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
98
99 /* rasterizer */
100 memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
101 ctx->rasterizer.front_winding = PIPE_WINDING_CW;
102 ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
103 ctx->rasterizer.bypass_vs_clip_and_viewport = 1;
104 ctx->rasterizer.gl_rasterization_rules = 1;
105
106 /* samplers */
107 memset(&ctx->sampler, 0, sizeof(ctx->sampler));
108 ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
109 ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
110 ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
111 ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
112 ctx->sampler.min_img_filter = 0; /* set later */
113 ctx->sampler.mag_img_filter = 0; /* set later */
114 ctx->sampler.normalized_coords = 1;
115
116
117 /* vertex shader - still required to provide the linkage between
118 * fragment shader input semantics and vertex_element/buffers.
119 */
120 {
121 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
122 TGSI_SEMANTIC_GENERIC };
123 const uint semantic_indexes[] = { 0, 0 };
124 ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
125 semantic_indexes);
126 }
127
128 /* fragment shader */
129 ctx->fs[TGSI_WRITEMASK_XYZW] = util_make_fragment_tex_shader(pipe);
130 ctx->vbuf = NULL;
131
132 /* init vertex data that doesn't change */
133 for (i = 0; i < 4; i++) {
134 ctx->vertices[i][0][3] = 1.0f; /* w */
135 ctx->vertices[i][1][2] = 0.0f; /* r */
136 ctx->vertices[i][1][3] = 1.0f; /* q */
137 }
138
139 return ctx;
140 }
141
142
143 /**
144 * Destroy a blit context
145 */
146 void
147 util_destroy_blit(struct blit_state *ctx)
148 {
149 struct pipe_context *pipe = ctx->pipe;
150 unsigned i;
151
152 pipe->delete_vs_state(pipe, ctx->vs);
153
154 for (i = 0; i < Elements(ctx->fs); i++)
155 if (ctx->fs[i])
156 pipe->delete_fs_state(pipe, ctx->fs[i]);
157
158 pipe_buffer_reference(&ctx->vbuf, NULL);
159
160 FREE(ctx);
161 }
162
163
164 /**
165 * Get offset of next free slot in vertex buffer for quad vertices.
166 */
167 static unsigned
168 get_next_slot( struct blit_state *ctx )
169 {
170 const unsigned max_slots = 4096 / sizeof ctx->vertices;
171
172 if (ctx->vbuf_slot >= max_slots)
173 util_blit_flush( ctx );
174
175 if (!ctx->vbuf) {
176 ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
177 32,
178 PIPE_BUFFER_USAGE_VERTEX,
179 max_slots * sizeof ctx->vertices);
180 }
181
182 return ctx->vbuf_slot++ * sizeof ctx->vertices;
183 }
184
185
186
187
188
189 /**
190 * Setup vertex data for the textured quad we'll draw.
191 * Note: y=0=top
192 */
193 static unsigned
194 setup_vertex_data_tex(struct blit_state *ctx,
195 float x0, float y0, float x1, float y1,
196 float s0, float t0, float s1, float t1,
197 float z)
198 {
199 unsigned offset;
200
201 ctx->vertices[0][0][0] = x0;
202 ctx->vertices[0][0][1] = y0;
203 ctx->vertices[0][0][2] = z;
204 ctx->vertices[0][1][0] = s0; /*s*/
205 ctx->vertices[0][1][1] = t0; /*t*/
206
207 ctx->vertices[1][0][0] = x1;
208 ctx->vertices[1][0][1] = y0;
209 ctx->vertices[1][0][2] = z;
210 ctx->vertices[1][1][0] = s1; /*s*/
211 ctx->vertices[1][1][1] = t0; /*t*/
212
213 ctx->vertices[2][0][0] = x1;
214 ctx->vertices[2][0][1] = y1;
215 ctx->vertices[2][0][2] = z;
216 ctx->vertices[2][1][0] = s1;
217 ctx->vertices[2][1][1] = t1;
218
219 ctx->vertices[3][0][0] = x0;
220 ctx->vertices[3][0][1] = y1;
221 ctx->vertices[3][0][2] = z;
222 ctx->vertices[3][1][0] = s0;
223 ctx->vertices[3][1][1] = t1;
224
225 offset = get_next_slot( ctx );
226
227 pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
228 offset, sizeof(ctx->vertices), ctx->vertices);
229
230 return offset;
231 }
232
233
234 /**
235 * \return TRUE if two regions overlap, FALSE otherwise
236 */
237 static boolean
238 regions_overlap(int srcX0, int srcY0,
239 int srcX1, int srcY1,
240 int dstX0, int dstY0,
241 int dstX1, int dstY1)
242 {
243 if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
244 return FALSE; /* src completely left of dst */
245
246 if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
247 return FALSE; /* dst completely left of src */
248
249 if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
250 return FALSE; /* src completely above dst */
251
252 if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
253 return FALSE; /* dst completely above src */
254
255 return TRUE; /* some overlap */
256 }
257
258
259 /**
260 * Copy pixel block from src surface to dst surface.
261 * Overlapping regions are acceptable.
262 * Flipping and stretching are supported.
263 * XXX what about clipping???
264 * XXX need some control over blitting Z and/or stencil.
265 */
266 void
267 util_blit_pixels_writemask(struct blit_state *ctx,
268 struct pipe_surface *src,
269 int srcX0, int srcY0,
270 int srcX1, int srcY1,
271 struct pipe_surface *dst,
272 int dstX0, int dstY0,
273 int dstX1, int dstY1,
274 float z, uint filter,
275 uint writemask)
276 {
277 struct pipe_context *pipe = ctx->pipe;
278 struct pipe_screen *screen = pipe->screen;
279 struct pipe_texture *tex = NULL;
280 struct pipe_framebuffer_state fb;
281 const int srcW = abs(srcX1 - srcX0);
282 const int srcH = abs(srcY1 - srcY0);
283 unsigned offset;
284 boolean overlap;
285 float s0, t0, s1, t1;
286
287 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
288 filter == PIPE_TEX_MIPFILTER_LINEAR);
289
290 assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
291 PIPE_TEXTURE_USAGE_SAMPLER, 0));
292 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
293 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
294
295 /* do the regions overlap? */
296 overlap = util_same_surface(src, dst) &&
297 regions_overlap(srcX0, srcY0, srcX1, srcY1,
298 dstX0, dstY0, dstX1, dstY1);
299
300 /*
301 * Check for simple case: no format conversion, no flipping, no stretching,
302 * no overlapping.
303 * Filter mode should not matter since there's no stretching.
304 */
305 if (pipe->surface_copy &&
306 dst->format == src->format &&
307 srcX0 < srcX1 &&
308 dstX0 < dstX1 &&
309 srcY0 < srcY1 &&
310 dstY0 < dstY1 &&
311 (dstX1 - dstX0) == (srcX1 - srcX0) &&
312 (dstY1 - dstY0) == (srcY1 - srcY0) &&
313 !overlap) {
314 pipe->surface_copy(pipe,
315 dst, dstX0, dstY0, /* dest */
316 src, srcX0, srcY0, /* src */
317 srcW, srcH); /* size */
318 return;
319 }
320
321 assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
322 PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
323
324 /* Create a temporary texture when src and dest alias or when src
325 * is anything other than a single-level 2d texture.
326 *
327 * This can still be improved upon.
328 */
329 if (util_same_surface(src, dst) ||
330 src->texture->target != PIPE_TEXTURE_2D ||
331 src->texture->last_level != 0)
332 {
333 struct pipe_texture texTemp;
334 struct pipe_surface *texSurf;
335 const int srcLeft = MIN2(srcX0, srcX1);
336 const int srcTop = MIN2(srcY0, srcY1);
337
338 if (srcLeft != srcX0) {
339 /* left-right flip */
340 int tmp = dstX0;
341 dstX0 = dstX1;
342 dstX1 = tmp;
343 }
344
345 if (srcTop != srcY0) {
346 /* up-down flip */
347 int tmp = dstY0;
348 dstY0 = dstY1;
349 dstY1 = tmp;
350 }
351
352 /* create temp texture */
353 memset(&texTemp, 0, sizeof(texTemp));
354 texTemp.target = PIPE_TEXTURE_2D;
355 texTemp.format = src->format;
356 texTemp.last_level = 0;
357 texTemp.width0 = srcW;
358 texTemp.height0 = srcH;
359 texTemp.depth0 = 1;
360
361 tex = screen->texture_create(screen, &texTemp);
362 if (!tex)
363 return;
364
365 texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
366 PIPE_BUFFER_USAGE_GPU_WRITE);
367
368 /* load temp texture */
369 if (pipe->surface_copy) {
370 pipe->surface_copy(pipe,
371 texSurf, 0, 0, /* dest */
372 src, srcLeft, srcTop, /* src */
373 srcW, srcH); /* size */
374 } else {
375 util_surface_copy(pipe, FALSE,
376 texSurf, 0, 0, /* dest */
377 src, srcLeft, srcTop, /* src */
378 srcW, srcH); /* size */
379 }
380
381 /* free the surface, update the texture if necessary.
382 */
383 pipe_surface_reference(&texSurf, NULL);
384 s0 = 0.0f;
385 s1 = 1.0f;
386 t0 = 0.0f;
387 t1 = 1.0f;
388 }
389 else {
390 pipe_texture_reference(&tex, src->texture);
391 s0 = srcX0 / (float)tex->width0;
392 s1 = srcX1 / (float)tex->width0;
393 t0 = srcY0 / (float)tex->height0;
394 t1 = srcY1 / (float)tex->height0;
395 }
396
397
398 /* save state (restored below) */
399 cso_save_blend(ctx->cso);
400 cso_save_depth_stencil_alpha(ctx->cso);
401 cso_save_rasterizer(ctx->cso);
402 cso_save_samplers(ctx->cso);
403 cso_save_sampler_textures(ctx->cso);
404 cso_save_framebuffer(ctx->cso);
405 cso_save_fragment_shader(ctx->cso);
406 cso_save_vertex_shader(ctx->cso);
407
408 /* set misc state we care about */
409 cso_set_blend(ctx->cso, &ctx->blend);
410 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
411 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
412
413 /* sampler */
414 ctx->sampler.min_img_filter = filter;
415 ctx->sampler.mag_img_filter = filter;
416 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
417 cso_single_sampler_done(ctx->cso);
418
419 /* texture */
420 cso_set_sampler_textures(ctx->cso, 1, &tex);
421
422 if (ctx->fs[writemask] == NULL)
423 ctx->fs[writemask] = util_make_fragment_tex_shader_writemask(pipe, writemask);
424
425 /* shaders */
426 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
427 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
428
429 /* drawing dest */
430 memset(&fb, 0, sizeof(fb));
431 fb.width = dst->width;
432 fb.height = dst->height;
433 fb.nr_cbufs = 1;
434 fb.cbufs[0] = dst;
435 cso_set_framebuffer(ctx->cso, &fb);
436
437 /* draw quad */
438 offset = setup_vertex_data_tex(ctx,
439 (float) dstX0, (float) dstY0,
440 (float) dstX1, (float) dstY1,
441 s0, t0,
442 s1, t1,
443 z);
444
445 util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
446 PIPE_PRIM_TRIANGLE_FAN,
447 4, /* verts */
448 2); /* attribs/vert */
449
450 /* restore state we changed */
451 cso_restore_blend(ctx->cso);
452 cso_restore_depth_stencil_alpha(ctx->cso);
453 cso_restore_rasterizer(ctx->cso);
454 cso_restore_samplers(ctx->cso);
455 cso_restore_sampler_textures(ctx->cso);
456 cso_restore_framebuffer(ctx->cso);
457 cso_restore_fragment_shader(ctx->cso);
458 cso_restore_vertex_shader(ctx->cso);
459
460 pipe_texture_reference(&tex, NULL);
461 }
462
463
464 void
465 util_blit_pixels(struct blit_state *ctx,
466 struct pipe_surface *src,
467 int srcX0, int srcY0,
468 int srcX1, int srcY1,
469 struct pipe_surface *dst,
470 int dstX0, int dstY0,
471 int dstX1, int dstY1,
472 float z, uint filter )
473 {
474 util_blit_pixels_writemask( ctx, src,
475 srcX0, srcY0,
476 srcX1, srcY1,
477 dst,
478 dstX0, dstY0,
479 dstX1, dstY1,
480 z, filter,
481 TGSI_WRITEMASK_XYZW );
482 }
483
484
485 /* Release vertex buffer at end of frame to avoid synchronous
486 * rendering.
487 */
488 void util_blit_flush( struct blit_state *ctx )
489 {
490 pipe_buffer_reference(&ctx->vbuf, NULL);
491 ctx->vbuf_slot = 0;
492 }
493
494
495
496 /**
497 * Copy pixel block from src texture to dst surface.
498 * Overlapping regions are acceptable.
499 *
500 * XXX Should support selection of level.
501 * XXX need some control over blitting Z and/or stencil.
502 */
503 void
504 util_blit_pixels_tex(struct blit_state *ctx,
505 struct pipe_texture *tex,
506 int srcX0, int srcY0,
507 int srcX1, int srcY1,
508 struct pipe_surface *dst,
509 int dstX0, int dstY0,
510 int dstX1, int dstY1,
511 float z, uint filter)
512 {
513 struct pipe_framebuffer_state fb;
514 float s0, t0, s1, t1;
515 unsigned offset;
516
517 assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
518 filter == PIPE_TEX_MIPFILTER_LINEAR);
519
520 assert(tex->width0 != 0);
521 assert(tex->height0 != 0);
522
523 s0 = srcX0 / (float)tex->width0;
524 s1 = srcX1 / (float)tex->width0;
525 t0 = srcY0 / (float)tex->height0;
526 t1 = srcY1 / (float)tex->height0;
527
528 assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
529 PIPE_TEXTURE_2D,
530 PIPE_TEXTURE_USAGE_RENDER_TARGET,
531 0));
532
533 /* save state (restored below) */
534 cso_save_blend(ctx->cso);
535 cso_save_depth_stencil_alpha(ctx->cso);
536 cso_save_rasterizer(ctx->cso);
537 cso_save_samplers(ctx->cso);
538 cso_save_sampler_textures(ctx->cso);
539 cso_save_framebuffer(ctx->cso);
540 cso_save_fragment_shader(ctx->cso);
541 cso_save_vertex_shader(ctx->cso);
542
543 /* set misc state we care about */
544 cso_set_blend(ctx->cso, &ctx->blend);
545 cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
546 cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
547
548 /* sampler */
549 ctx->sampler.min_img_filter = filter;
550 ctx->sampler.mag_img_filter = filter;
551 cso_single_sampler(ctx->cso, 0, &ctx->sampler);
552 cso_single_sampler_done(ctx->cso);
553
554 /* texture */
555 cso_set_sampler_textures(ctx->cso, 1, &tex);
556
557 /* shaders */
558 cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
559 cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
560
561 /* drawing dest */
562 memset(&fb, 0, sizeof(fb));
563 fb.width = dst->width;
564 fb.height = dst->height;
565 fb.nr_cbufs = 1;
566 fb.cbufs[0] = dst;
567 cso_set_framebuffer(ctx->cso, &fb);
568
569 /* draw quad */
570 offset = setup_vertex_data_tex(ctx,
571 (float) dstX0, (float) dstY0,
572 (float) dstX1, (float) dstY1,
573 s0, t0, s1, t1,
574 z);
575
576 util_draw_vertex_buffer(ctx->pipe,
577 ctx->vbuf, offset,
578 PIPE_PRIM_TRIANGLE_FAN,
579 4, /* verts */
580 2); /* attribs/vert */
581
582 /* restore state we changed */
583 cso_restore_blend(ctx->cso);
584 cso_restore_depth_stencil_alpha(ctx->cso);
585 cso_restore_rasterizer(ctx->cso);
586 cso_restore_samplers(ctx->cso);
587 cso_restore_sampler_textures(ctx->cso);
588 cso_restore_framebuffer(ctx->cso);
589 cso_restore_fragment_shader(ctx->cso);
590 cso_restore_vertex_shader(ctx->cso);
591 }