/************************************************************************** * * Copyright 2009 Marek Olšák * * 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 * Blitter utility to facilitate acceleration of the clear, surface_copy, * and surface_fill functions. * * @author Marek Olšák */ #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_inlines.h" #include "pipe/p_shader_tokens.h" #include "pipe/p_state.h" #include "util/u_format.h" #include "util/u_memory.h" #include "util/u_math.h" #include "util/u_blitter.h" #include "util/u_draw_quad.h" #include "util/u_pack_color.h" #include "util/u_rect.h" #include "util/u_simple_shaders.h" #include "util/u_texture.h" struct blitter_context_priv { struct blitter_context blitter; struct pipe_context *pipe; /**< pipe context */ struct pipe_buffer *vbuf; /**< quad */ float vertices[4][2][4]; /**< {pos, color} or {pos, texcoord} */ /* Templates for various state objects. */ struct pipe_depth_stencil_alpha_state template_dsa; struct pipe_sampler_state template_sampler_state; /* Constant state objects. */ /* Vertex shaders. */ void *vs_col; /**< Vertex shader which passes {pos, color} to the output */ void *vs_tex; /**pipe = pipe; /* init state objects for them to be considered invalid */ ctx->blitter.saved_fb_state.nr_cbufs = ~0; ctx->blitter.saved_num_textures = ~0; ctx->blitter.saved_num_sampler_states = ~0; /* blend state objects */ memset(&blend, 0, sizeof(blend)); ctx->blend_keep_color = pipe->create_blend_state(pipe, &blend); blend.colormask = PIPE_MASK_RGBA; ctx->blend_write_color = pipe->create_blend_state(pipe, &blend); /* depth stencil alpha state objects */ dsa = &ctx->template_dsa; ctx->dsa_keep_depth_stencil = pipe->create_depth_stencil_alpha_state(pipe, dsa); dsa->depth.enabled = 1; dsa->depth.writemask = 1; dsa->depth.func = PIPE_FUNC_ALWAYS; ctx->dsa_write_depth_keep_stencil = pipe->create_depth_stencil_alpha_state(pipe, dsa); dsa->stencil[0].enabled = 1; dsa->stencil[0].func = PIPE_FUNC_ALWAYS; dsa->stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; dsa->stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; dsa->stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; dsa->stencil[0].valuemask = 0xff; dsa->stencil[0].writemask = 0xff; /* The DSA state objects which write depth and stencil are created * on-demand. */ /* sampler state */ sampler_state = &ctx->template_sampler_state; sampler_state->wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; sampler_state->wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; sampler_state->wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; /* The sampler state objects which sample from a specified mipmap level * are created on-demand. */ /* rasterizer state */ memset(&rs_state, 0, sizeof(rs_state)); rs_state.front_winding = PIPE_WINDING_CW; rs_state.cull_mode = PIPE_WINDING_NONE; rs_state.bypass_vs_clip_and_viewport = 1; rs_state.gl_rasterization_rules = 1; ctx->rs_state = pipe->create_rasterizer_state(pipe, &rs_state); /* fragment shaders are created on-demand */ /* vertex shaders */ { const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, TGSI_SEMANTIC_COLOR }; const uint semantic_indices[] = { 0, 0 }; ctx->vs_col = util_make_vertex_passthrough_shader(pipe, 2, semantic_names, semantic_indices); } { const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, TGSI_SEMANTIC_GENERIC }; const uint semantic_indices[] = { 0, 0 }; ctx->vs_tex = util_make_vertex_passthrough_shader(pipe, 2, semantic_names, semantic_indices); } /* set invariant vertex coordinates */ for (i = 0; i < 4; i++) ctx->vertices[i][0][3] = 1; /*v.w*/ /* create the vertex buffer */ ctx->vbuf = pipe_buffer_create(ctx->pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX, sizeof(ctx->vertices)); return &ctx->blitter; } void util_blitter_destroy(struct blitter_context *blitter) { struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter; struct pipe_context *pipe = ctx->pipe; int i; pipe->delete_blend_state(pipe, ctx->blend_write_color); pipe->delete_blend_state(pipe, ctx->blend_keep_color); pipe->delete_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil); pipe->delete_depth_stencil_alpha_state(pipe, ctx->dsa_write_depth_keep_stencil); for (i = 0; i < 0xff; i++) if (ctx->dsa_write_depth_stencil[i]) pipe->delete_depth_stencil_alpha_state(pipe, ctx->dsa_write_depth_stencil[i]); pipe->delete_rasterizer_state(pipe, ctx->rs_state); pipe->delete_vs_state(pipe, ctx->vs_col); pipe->delete_vs_state(pipe, ctx->vs_tex); for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) { if (ctx->fs_texfetch_col[i]) pipe->delete_fs_state(pipe, ctx->fs_texfetch_col[i]); if (ctx->fs_texfetch_depth[i]) pipe->delete_fs_state(pipe, ctx->fs_texfetch_depth[i]); } for (i = 0; i < PIPE_MAX_COLOR_BUFS && ctx->fs_col[i]; i++) if (ctx->fs_col[i]) pipe->delete_fs_state(pipe, ctx->fs_col[i]); for (i = 0; i < PIPE_MAX_TEXTURE_LEVELS; i++) if (ctx->sampler_state[i]) pipe->delete_sampler_state(pipe, ctx->sampler_state[i]); pipe_buffer_reference(&ctx->vbuf, NULL); FREE(ctx); } static void blitter_check_saved_CSOs(struct blitter_context_priv *ctx) { /* make sure these CSOs have been saved */ assert(ctx->blitter.saved_blend_state && ctx->blitter.saved_dsa_state && ctx->blitter.saved_rs_state && ctx->blitter.saved_fs && ctx->blitter.saved_vs); } static void blitter_restore_CSOs(struct blitter_context_priv *ctx) { struct pipe_context *pipe = ctx->pipe; /* restore the state objects which are always required to be saved */ pipe->bind_blend_state(pipe, ctx->blitter.saved_blend_state); pipe->bind_depth_stencil_alpha_state(pipe, ctx->blitter.saved_dsa_state); pipe->bind_rasterizer_state(pipe, ctx->blitter.saved_rs_state); pipe->bind_fs_state(pipe, ctx->blitter.saved_fs); pipe->bind_vs_state(pipe, ctx->blitter.saved_vs); ctx->blitter.saved_blend_state = 0; ctx->blitter.saved_dsa_state = 0; ctx->blitter.saved_rs_state = 0; ctx->blitter.saved_fs = 0; ctx->blitter.saved_vs = 0; /* restore the state objects which are required to be saved before copy/fill */ if (ctx->blitter.saved_fb_state.nr_cbufs != ~0) { pipe->set_framebuffer_state(pipe, &ctx->blitter.saved_fb_state); ctx->blitter.saved_fb_state.nr_cbufs = ~0; } if (ctx->blitter.saved_num_sampler_states != ~0) { pipe->bind_fragment_sampler_states(pipe, ctx->blitter.saved_num_sampler_states, ctx->blitter.saved_sampler_states); ctx->blitter.saved_num_sampler_states = ~0; } if (ctx->blitter.saved_num_textures != ~0) { pipe->set_fragment_sampler_textures(pipe, ctx->blitter.saved_num_textures, ctx->blitter.saved_textures); ctx->blitter.saved_num_textures = ~0; } } static void blitter_set_rectangle(struct blitter_context_priv *ctx, unsigned x1, unsigned y1, unsigned x2, unsigned y2, float depth) { int i; /* set vertex positions */ ctx->vertices[0][0][0] = x1; /*v0.x*/ ctx->vertices[0][0][1] = y1; /*v0.y*/ ctx->vertices[1][0][0] = x2; /*v1.x*/ ctx->vertices[1][0][1] = y1; /*v1.y*/ ctx->vertices[2][0][0] = x2; /*v2.x*/ ctx->vertices[2][0][1] = y2; /*v2.y*/ ctx->vertices[3][0][0] = x1; /*v3.x*/ ctx->vertices[3][0][1] = y2; /*v3.y*/ for (i = 0; i < 4; i++) ctx->vertices[i][0][2] = depth; /*z*/ } static void blitter_set_clear_color(struct blitter_context_priv *ctx, const float *rgba) { int i; for (i = 0; i < 4; i++) { ctx->vertices[i][1][0] = rgba[0]; ctx->vertices[i][1][1] = rgba[1]; ctx->vertices[i][1][2] = rgba[2]; ctx->vertices[i][1][3] = rgba[3]; } } static void blitter_set_texcoords_2d(struct blitter_context_priv *ctx, struct pipe_surface *surf, unsigned x1, unsigned y1, unsigned x2, unsigned y2) { int i; float s1 = x1 / (float)surf->width; float t1 = y1 / (float)surf->height; float s2 = x2 / (float)surf->width; float t2 = y2 / (float)surf->height; ctx->vertices[0][1][0] = s1; /*t0.s*/ ctx->vertices[0][1][1] = t1; /*t0.t*/ ctx->vertices[1][1][0] = s2; /*t1.s*/ ctx->vertices[1][1][1] = t1; /*t1.t*/ ctx->vertices[2][1][0] = s2; /*t2.s*/ ctx->vertices[2][1][1] = t2; /*t2.t*/ ctx->vertices[3][1][0] = s1; /*t3.s*/ ctx->vertices[3][1][1] = t2; /*t3.t*/ for (i = 0; i < 4; i++) { ctx->vertices[i][1][2] = 0; /*r*/ ctx->vertices[i][1][3] = 1; /*q*/ } } static void blitter_set_texcoords_3d(struct blitter_context_priv *ctx, struct pipe_surface *surf, unsigned x1, unsigned y1, unsigned x2, unsigned y2) { int i; float depth = u_minify(surf->texture->depth0, surf->level); float r = surf->zslice / depth; blitter_set_texcoords_2d(ctx, surf, x1, y1, x2, y2); for (i = 0; i < 4; i++) ctx->vertices[i][1][2] = r; /*r*/ } static void blitter_set_texcoords_cube(struct blitter_context_priv *ctx, struct pipe_surface *surf, unsigned x1, unsigned y1, unsigned x2, unsigned y2) { int i; float s1 = x1 / (float)surf->width; float t1 = y1 / (float)surf->height; float s2 = x2 / (float)surf->width; float t2 = y2 / (float)surf->height; const float st[4][2] = { {s1, t1}, {s2, t1}, {s2, t2}, {s1, t2} }; util_map_texcoords2d_onto_cubemap(surf->face, /* pointer, stride in floats */ &st[0][0], 2, &ctx->vertices[0][1][0], 8); for (i = 0; i < 4; i++) ctx->vertices[i][1][3] = 1; /*q*/ } static void blitter_draw_quad(struct blitter_context_priv *ctx) { struct pipe_context *pipe = ctx->pipe; /* write vertices and draw them */ pipe_buffer_write(pipe->screen, ctx->vbuf, 0, sizeof(ctx->vertices), ctx->vertices); util_draw_vertex_buffer(pipe, ctx->vbuf, 0, PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ 2); /* attribs/vert */ } static INLINE void *blitter_get_state_write_depth_stencil( struct blitter_context_priv *ctx, unsigned stencil) { struct pipe_context *pipe = ctx->pipe; stencil &= 0xff; /* Create the DSA state on-demand. */ if (!ctx->dsa_write_depth_stencil[stencil]) { ctx->template_dsa.stencil[0].ref_value = stencil; ctx->dsa_write_depth_stencil[stencil] = pipe->create_depth_stencil_alpha_state(pipe, &ctx->template_dsa); } return ctx->dsa_write_depth_stencil[stencil]; } static INLINE void **blitter_get_sampler_state(struct blitter_context_priv *ctx, int miplevel) { struct pipe_context *pipe = ctx->pipe; struct pipe_sampler_state *sampler_state = &ctx->template_sampler_state; assert(miplevel < PIPE_MAX_TEXTURE_LEVELS); /* Create the sampler state on-demand. */ if (!ctx->sampler_state[miplevel]) { sampler_state->lod_bias = miplevel; sampler_state->min_lod = miplevel; sampler_state->max_lod = miplevel; ctx->sampler_state[miplevel] = pipe->create_sampler_state(pipe, sampler_state); } /* Return void** so that it can be passed to bind_fragment_sampler_states * directly. */ return &ctx->sampler_state[miplevel]; } static INLINE void *blitter_get_fs_col(struct blitter_context_priv *ctx, unsigned num_cbufs) { struct pipe_context *pipe = ctx->pipe; unsigned index = num_cbufs ? num_cbufs - 1 : 0; assert(num_cbufs <= PIPE_MAX_COLOR_BUFS); if (!ctx->fs_col[index]) ctx->fs_col[index] = util_make_fragment_clonecolor_shader(pipe, num_cbufs); return ctx->fs_col[index]; } static INLINE void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx, unsigned tex_target) { struct pipe_context *pipe = ctx->pipe; assert(tex_target < PIPE_MAX_TEXTURE_TYPES); /* Create the fragment shader on-demand. */ if (!ctx->fs_texfetch_col[tex_target]) { switch (tex_target) { case PIPE_TEXTURE_1D: ctx->fs_texfetch_col[PIPE_TEXTURE_1D] = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_1D); break; case PIPE_TEXTURE_2D: ctx->fs_texfetch_col[PIPE_TEXTURE_2D] = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D); break; case PIPE_TEXTURE_3D: ctx->fs_texfetch_col[PIPE_TEXTURE_3D] = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_3D); break; case PIPE_TEXTURE_CUBE: ctx->fs_texfetch_col[PIPE_TEXTURE_CUBE] = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_CUBE); break; default:; } } return ctx->fs_texfetch_col[tex_target]; } static INLINE void *blitter_get_fs_texfetch_depth(struct blitter_context_priv *ctx, unsigned tex_target) { struct pipe_context *pipe = ctx->pipe; assert(tex_target < PIPE_MAX_TEXTURE_TYPES); /* Create the fragment shader on-demand. */ if (!ctx->fs_texfetch_depth[tex_target]) { switch (tex_target) { case PIPE_TEXTURE_1D: ctx->fs_texfetch_depth[PIPE_TEXTURE_1D] = util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_1D); break; case PIPE_TEXTURE_2D: ctx->fs_texfetch_depth[PIPE_TEXTURE_2D] = util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_2D); break; case PIPE_TEXTURE_3D: ctx->fs_texfetch_depth[PIPE_TEXTURE_3D] = util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_3D); break; case PIPE_TEXTURE_CUBE: ctx->fs_texfetch_depth[PIPE_TEXTURE_CUBE] = util_make_fragment_tex_shader_writedepth(pipe,TGSI_TEXTURE_CUBE); break; default:; } } return ctx->fs_texfetch_depth[tex_target]; } void util_blitter_clear(struct blitter_context *blitter, unsigned width, unsigned height, unsigned num_cbufs, unsigned clear_buffers, const float *rgba, double depth, unsigned stencil) { struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter; struct pipe_context *pipe = ctx->pipe; assert(num_cbufs <= PIPE_MAX_COLOR_BUFS); blitter_check_saved_CSOs(ctx); /* bind CSOs */ if (clear_buffers & PIPE_CLEAR_COLOR) pipe->bind_blend_state(pipe, ctx->blend_write_color); else pipe->bind_blend_state(pipe, ctx->blend_keep_color); if (clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) pipe->bind_depth_stencil_alpha_state(pipe, blitter_get_state_write_depth_stencil(ctx, stencil)); else pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil); pipe->bind_rasterizer_state(pipe, ctx->rs_state); pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, num_cbufs)); pipe->bind_vs_state(pipe, ctx->vs_col); blitter_set_clear_color(ctx, rgba); blitter_set_rectangle(ctx, 0, 0, width, height, depth); blitter_draw_quad(ctx); blitter_restore_CSOs(ctx); } void util_blitter_copy(struct blitter_context *blitter, struct pipe_surface *dst, unsigned dstx, unsigned dsty, struct pipe_surface *src, unsigned srcx, unsigned srcy, unsigned width, unsigned height, boolean ignore_stencil) { struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter; struct pipe_context *pipe = ctx->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_framebuffer_state fb_state; boolean is_stencil, is_depth; unsigned dst_tex_usage; /* give up if textures are not set */ assert(dst->texture && src->texture); if (!dst->texture || !src->texture) return; is_depth = util_format_get_component_bits(src->format, UTIL_FORMAT_COLORSPACE_ZS, 0) != 0; is_stencil = util_format_get_component_bits(src->format, UTIL_FORMAT_COLORSPACE_ZS, 1) != 0; dst_tex_usage = is_depth || is_stencil ? PIPE_TEXTURE_USAGE_DEPTH_STENCIL : PIPE_TEXTURE_USAGE_RENDER_TARGET; /* check if we can sample from and render to the surfaces */ /* (assuming copying a stencil buffer is not possible) */ if ((!ignore_stencil && is_stencil) || !screen->is_format_supported(screen, dst->format, dst->texture->target, dst_tex_usage, 0) || !screen->is_format_supported(screen, src->format, src->texture->target, PIPE_TEXTURE_USAGE_SAMPLER, 0)) { util_surface_copy(pipe, FALSE, dst, dstx, dsty, src, srcx, srcy, width, height); return; } /* check whether the states are properly saved */ blitter_check_saved_CSOs(ctx); assert(blitter->saved_fb_state.nr_cbufs != ~0); assert(blitter->saved_num_textures != ~0); assert(blitter->saved_num_sampler_states != ~0); assert(src->texture->target < PIPE_MAX_TEXTURE_TYPES); /* bind CSOs */ fb_state.width = dst->width; fb_state.height = dst->height; if (is_depth) { pipe->bind_blend_state(pipe, ctx->blend_keep_color); pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_write_depth_keep_stencil); pipe->bind_fs_state(pipe, blitter_get_fs_texfetch_depth(ctx, src->texture->target)); fb_state.nr_cbufs = 0; fb_state.zsbuf = dst; } else { pipe->bind_blend_state(pipe, ctx->blend_write_color); pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil); pipe->bind_fs_state(pipe, blitter_get_fs_texfetch_col(ctx, src->texture->target)); fb_state.nr_cbufs = 1; fb_state.cbufs[0] = dst; fb_state.zsbuf = 0; } pipe->bind_rasterizer_state(pipe, ctx->rs_state); pipe->bind_vs_state(pipe, ctx->vs_tex); pipe->bind_fragment_sampler_states(pipe, 1, blitter_get_sampler_state(ctx, src->level)); pipe->set_fragment_sampler_textures(pipe, 1, &src->texture); pipe->set_framebuffer_state(pipe, &fb_state); /* set texture coordinates */ switch (src->texture->target) { case PIPE_TEXTURE_1D: case PIPE_TEXTURE_2D: blitter_set_texcoords_2d(ctx, src, srcx, srcy, srcx+width, srcy+height); break; case PIPE_TEXTURE_3D: blitter_set_texcoords_3d(ctx, src, srcx, srcy, srcx+width, srcy+height); break; case PIPE_TEXTURE_CUBE: blitter_set_texcoords_cube(ctx, src, srcx, srcy, srcx+width, srcy+height); break; default: assert(0); } blitter_set_rectangle(ctx, dstx, dsty, dstx+width, dsty+height, 0); blitter_draw_quad(ctx); blitter_restore_CSOs(ctx); } void util_blitter_fill(struct blitter_context *blitter, struct pipe_surface *dst, unsigned dstx, unsigned dsty, unsigned width, unsigned height, unsigned value) { struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter; struct pipe_context *pipe = ctx->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_framebuffer_state fb_state; float rgba[4]; ubyte ub_rgba[4] = {0}; union util_color color; int i; assert(dst->texture); if (!dst->texture) return; /* check if we can render to the surface */ if (util_format_is_depth_or_stencil(dst->format) || /* unlikely, but you never know */ !screen->is_format_supported(screen, dst->format, dst->texture->target, PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) { util_surface_fill(pipe, dst, dstx, dsty, width, height, value); return; } /* unpack the color */ color.ui = value; util_unpack_color_ub(dst->format, &color, ub_rgba, ub_rgba+1, ub_rgba+2, ub_rgba+3); for (i = 0; i < 4; i++) rgba[i] = ubyte_to_float(ub_rgba[i]); /* check the saved state */ blitter_check_saved_CSOs(ctx); assert(blitter->saved_fb_state.nr_cbufs != ~0); /* bind CSOs */ pipe->bind_blend_state(pipe, ctx->blend_write_color); pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil); pipe->bind_rasterizer_state(pipe, ctx->rs_state); pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, 1)); pipe->bind_vs_state(pipe, ctx->vs_col); /* set a framebuffer state */ fb_state.width = dst->width; fb_state.height = dst->height; fb_state.nr_cbufs = 1; fb_state.cbufs[0] = dst; fb_state.zsbuf = 0; pipe->set_framebuffer_state(pipe, &fb_state); blitter_set_clear_color(ctx, rgba); blitter_set_rectangle(ctx, 0, 0, width, height, 0); blitter_draw_quad(ctx); blitter_restore_CSOs(ctx); }