diff options
author | Brian Paul <[email protected]> | 2009-02-09 09:22:22 -0700 |
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committer | Brian Paul <[email protected]> | 2009-02-09 09:22:22 -0700 |
commit | e97681c7f551a2a2a6bd5eff0f4192a870c816c0 (patch) | |
tree | dff2bf0e6d22efb92af131f64be0621ed316977c /src/gallium/auxiliary/util/u_blit.c | |
parent | 1a46c8a062aea59de5cf55881104489db5d609e5 (diff) | |
parent | b907d4cd8fafe719b4f87d877562829548937485 (diff) |
mesa: merge gallium-0.2 into gallium-master-merge
Merge commit 'origin/gallium-0.2' into gallium-master-merge
Conflicts:
Makefile
docs/relnotes-7.4.html
docs/relnotes.html
src/mesa/drivers/dri/i965/brw_wm.h
src/mesa/main/imports.c
src/mesa/main/mtypes.h
src/mesa/main/texcompress.c
src/mesa/main/texenvprogram.c
src/mesa/main/version.h
src/mesa/vbo/vbo_exec_api.c
src/mesa/vbo/vbo_save_draw.c
Diffstat (limited to 'src/gallium/auxiliary/util/u_blit.c')
-rw-r--r-- | src/gallium/auxiliary/util/u_blit.c | 555 |
1 files changed, 555 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/util/u_blit.c b/src/gallium/auxiliary/util/u_blit.c new file mode 100644 index 00000000000..841e9c01e7e --- /dev/null +++ b/src/gallium/auxiliary/util/u_blit.c @@ -0,0 +1,555 @@ +/************************************************************************** + * + * 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_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.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); + + 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.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); +} |