/************************************************************************** * * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /** * @file * Copy/blit pixel rect between surfaces * * @author Brian Paul */ #include "pipe/p_context.h" #include "pipe/p_debug.h" #include "pipe/p_defines.h" #include "pipe/p_inlines.h" #include "pipe/p_winsys.h" #include "pipe/p_shader_tokens.h" #include "util/u_blit.h" #include "util/u_draw_quad.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_simple_shaders.h" #include "cso_cache/cso_context.h" struct blit_state { struct pipe_context *pipe; struct cso_context *cso; struct pipe_blend_state blend; struct pipe_depth_stencil_alpha_state depthstencil; struct pipe_rasterizer_state rasterizer; struct pipe_sampler_state sampler; struct pipe_viewport_state viewport; struct pipe_shader_state vert_shader; struct pipe_shader_state frag_shader; void *vs; void *fs; struct pipe_buffer *vbuf; /**< quad vertices */ unsigned vbuf_slot; float vertices[4][2][4]; /**< vertex/texcoords for quad */ }; /** * Create state object for blit. * Intended to be created once and re-used for many blit() calls. */ struct blit_state * util_create_blit(struct pipe_context *pipe, struct cso_context *cso) { struct blit_state *ctx; uint i; ctx = CALLOC_STRUCT(blit_state); if (!ctx) return NULL; ctx->pipe = pipe; ctx->cso = 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; /* no-op depth/stencil/alpha */ memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil)); /* 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.gl_rasterization_rules = 1; /* samplers */ memset(&ctx->sampler, 0, sizeof(ctx->sampler)); ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; 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 */ { 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); } /* fragment shader */ ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_shader); ctx->vbuf = NULL; /* init vertex data that doesn't change */ for (i = 0; i < 4; i++) { ctx->vertices[i][0][3] = 1.0f; /* w */ ctx->vertices[i][1][2] = 0.0f; /* r */ ctx->vertices[i][1][3] = 1.0f; /* q */ } return ctx; } /** * Destroy a blit context */ void util_destroy_blit(struct blit_state *ctx) { struct pipe_context *pipe = ctx->pipe; 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); pipe_buffer_reference(pipe->screen, &ctx->vbuf, NULL); FREE(ctx); } static unsigned get_next_slot( struct blit_state *ctx ) { const unsigned max_slots = 4096 / sizeof ctx->vertices; if (ctx->vbuf_slot >= max_slots) util_blit_flush( ctx ); if (!ctx->vbuf) { ctx->vbuf = pipe_buffer_create(ctx->pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX, 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; } /** * Setup vertex data for the textured quad we'll draw. * Note: y=0=top */ static unsigned setup_vertex_data_tex(struct blit_state *ctx, float x0, float y0, float x1, float y1, float s0, float t0, float s1, float t1, 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] = s0; /*s*/ ctx->vertices[0][1][1] = t0; /*t*/ ctx->vertices[1][0][0] = x1; ctx->vertices[1][0][1] = y0; ctx->vertices[1][0][2] = z; ctx->vertices[1][1][0] = s1; /*s*/ ctx->vertices[1][1][1] = t0; /*t*/ ctx->vertices[2][0][0] = x1; ctx->vertices[2][0][1] = y1; ctx->vertices[2][0][2] = z; ctx->vertices[2][1][0] = s1; ctx->vertices[2][1][1] = t1; ctx->vertices[3][0][0] = x0; ctx->vertices[3][0][1] = y1; ctx->vertices[3][0][2] = z; ctx->vertices[3][1][0] = s0; ctx->vertices[3][1][1] = t1; 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; } /** * Copy pixel block from src surface to dst surface. * Overlapping regions are acceptable. * XXX need some control over blitting Z and/or 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) { struct pipe_context *pipe = ctx->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_texture texTemp, *tex; struct pipe_surface *texSurf; 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; 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(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)); /* * XXX for now we're always creating a temporary texture. * Strictly speaking that's not always needed. */ /* 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. */ screen->tex_surface_release(screen, &texSurf); /* 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_framebuffer(ctx->cso); cso_save_fragment_shader(ctx->cso); cso_save_vertex_shader(ctx->cso); cso_save_viewport(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_rasterizer(ctx->cso, &ctx->rasterizer); cso_set_viewport(ctx->cso, &ctx->viewport); /* sampler */ 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); /* texture */ cso_set_sampler_textures(ctx->cso, 1, &tex); /* shaders */ cso_set_fragment_shader_handle(ctx->cso, ctx->fs); 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.num_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); util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset, PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ 2); /* attribs/vert */ /* restore state we changed */ cso_restore_blend(ctx->cso); 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_framebuffer(ctx->cso); cso_restore_fragment_shader(ctx->cso); cso_restore_vertex_shader(ctx->cso); cso_restore_viewport(ctx->cso); screen->texture_release(screen, &tex); } /* Release vertex buffer at end of frame to avoid synchronous * rendering. */ void util_blit_flush( struct blit_state *ctx ) { pipe_buffer_reference(ctx->pipe->screen, &ctx->vbuf, NULL); ctx->vbuf_slot = 0; } /** * 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_context *pipe = ctx->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_framebuffer_state fb; float s0, t0, s1, t1; unsigned offset; assert(filter == PIPE_TEX_MIPFILTER_NEAREST || filter == PIPE_TEX_MIPFILTER_LINEAR); assert(tex->width[0] != 0); assert(tex->height[0] != 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]; assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, PIPE_TEXTURE_USAGE_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_framebuffer(ctx->cso); cso_save_fragment_shader(ctx->cso); cso_save_vertex_shader(ctx->cso); cso_save_viewport(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_rasterizer(ctx->cso, &ctx->rasterizer); cso_set_viewport(ctx->cso, &ctx->viewport); /* sampler */ 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); /* texture */ cso_set_sampler_textures(ctx->cso, 1, &tex); /* shaders */ cso_set_fragment_shader_handle(ctx->cso, ctx->fs); 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.num_cbufs = 1; fb.cbufs[0] = dst; cso_set_framebuffer(ctx->cso, &fb); /* draw quad */ offset = setup_vertex_data_tex(ctx, (float) dstX0, (float) dstY0, (float) dstX1, (float) dstY1, s0, t0, s1, t1, z); util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset, PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ 2); /* attribs/vert */ /* restore state we changed */ cso_restore_blend(ctx->cso); 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_framebuffer(ctx->cso); cso_restore_fragment_shader(ctx->cso); cso_restore_vertex_shader(ctx->cso); cso_restore_viewport(ctx->cso); }