summaryrefslogtreecommitdiff
path: root/src/gallium/auxiliary/util/u_blit.c
blob: 813e41f1b11c6e7e36027239abd13c3accdb7f0f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
/**************************************************************************
 *
 * 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 "util/u_debug.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_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(&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)
{
   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;
}


/**
 * 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)
{
   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 );

   pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
                     offset, sizeof(ctx->vertices), ctx->vertices);

   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.
    */
   pipe_surface_reference(&texSurf, NULL);

   /* 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.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);

   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);

   pipe_texture_reference(&tex, NULL);
}


/* Release vertex buffer at end of frame to avoid synchronous
 * rendering.
 */
void util_blit_flush( struct blit_state *ctx )
{
   pipe_buffer_reference(&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_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(ctx->pipe->screen->is_format_supported(ctx->pipe->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.nr_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);
}