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+/**************************************************************************
+ *
+ * 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_util.h"
+#include "pipe/p_winsys.h"
+#include "pipe/p_shader_tokens.h"
+
+#include "util/u_draw_quad.h"
+#include "util/u_blit.h"
+#include "util/u_simple_shaders.h"
+
+
+struct blit_state
+{
+ struct pipe_context *pipe;
+
+ void *blend;
+ void *depthstencil;
+ void *rasterizer;
+ void *samplers[2]; /* one for linear, one for nearest sampling */
+
+ /*struct pipe_viewport_state viewport;*/
+ struct pipe_sampler_state *vs;
+ struct pipe_sampler_state *fs;
+};
+
+
+/**
+ * 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 pipe_blend_state blend;
+ struct pipe_depth_stencil_alpha_state depthstencil;
+ struct pipe_rasterizer_state rasterizer;
+ struct blit_state *ctx;
+ struct pipe_sampler_state sampler;
+
+ ctx = CALLOC_STRUCT(blit_state);
+ if (!ctx)
+ return NULL;
+
+ ctx->pipe = pipe;
+
+ /* we don't use blending, but need to set valid values */
+ memset(&blend, 0, sizeof(blend));
+ blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.colormask = PIPE_MASK_RGBA;
+ ctx->blend = pipe->create_blend_state(pipe, &blend);
+
+ /* depth/stencil/alpha */
+ memset(&depthstencil, 0, sizeof(depthstencil));
+ ctx->depthstencil = pipe->create_depth_stencil_alpha_state(pipe, &depthstencil);
+
+ /* rasterizer */
+ memset(&rasterizer, 0, sizeof(rasterizer));
+ rasterizer.front_winding = PIPE_WINDING_CW;
+ rasterizer.cull_mode = PIPE_WINDING_NONE;
+ rasterizer.bypass_clipping = 1; /* bypasses viewport too */
+ /*rasterizer.bypass_vs = 1;*/
+ ctx->rasterizer = pipe->create_rasterizer_state(pipe, &rasterizer);
+
+ /* samplers */
+ memset(&sampler, 0, sizeof(sampler));
+ sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
+ sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
+ sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
+ sampler.normalized_coords = 1;
+ ctx->samplers[0] = pipe->create_sampler_state(pipe, &sampler);
+
+ sampler.min_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
+ sampler.mag_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
+ ctx->samplers[1] = pipe->create_sampler_state(pipe, &sampler);
+
+
+#if 0
+ /* viewport */
+ 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;
+#endif
+
+ /* 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);
+ }
+
+ /* fragment shader */
+ ctx->fs = util_make_fragment_tex_shader(pipe);
+
+ return ctx;
+}
+
+
+/**
+ * Destroy a blit context
+ */
+void
+util_destroy_blit(struct blit_state *ctx)
+{
+ struct pipe_context *pipe = ctx->pipe;
+
+ pipe->delete_blend_state(pipe, ctx->blend);
+ pipe->delete_depth_stencil_alpha_state(pipe, ctx->depthstencil);
+ pipe->delete_rasterizer_state(pipe, ctx->rasterizer);
+ pipe->delete_sampler_state(pipe, ctx->samplers[0]);
+ pipe->delete_sampler_state(pipe, ctx->samplers[1]);
+
+ pipe->delete_vs_state(pipe, ctx->vs);
+ pipe->delete_fs_state(pipe, ctx->fs);
+
+ FREE(ctx);
+}
+
+
+/**
+ * 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);
+
+ 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;
+ }
+
+ /*
+ * 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;
+ texTemp.cpp = pf_get_bits(src->format) / 8;
+
+ tex = screen->texture_create(screen, &texTemp);
+ if (!tex)
+ return;
+
+ texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0);
+
+ /* load temp texture */
+ pipe->surface_copy(pipe, FALSE,
+ texSurf, 0, 0, /* dest */
+ src, srcLeft, srcTop, /* src */
+ srcW, srcH); /* size */
+
+ /* drawing dest */
+ memset(&fb, 0, sizeof(fb));
+ fb.num_cbufs = 1;
+ fb.cbufs[0] = dst;
+ pipe->set_framebuffer_state(pipe, &fb);
+
+ /* sampler */
+ if (filter == PIPE_TEX_MIPFILTER_NEAREST)
+ pipe->bind_sampler_states(pipe, 1, &ctx->samplers[0]);
+ else
+ pipe->bind_sampler_states(pipe, 1, &ctx->samplers[1]);
+
+ /* texture */
+ pipe->set_sampler_textures(pipe, 1, &tex);
+
+ /* shaders */
+ pipe->bind_fs_state(pipe, ctx->fs);
+ pipe->bind_vs_state(pipe, ctx->vs);
+
+ /* misc state */
+ pipe->bind_blend_state(pipe, ctx->blend);
+ pipe->bind_depth_stencil_alpha_state(pipe, ctx->depthstencil);
+ pipe->bind_rasterizer_state(pipe, ctx->rasterizer);
+
+ /* draw quad */
+ util_draw_texquad(pipe, dstX0, dstY0, dstX1, dstY1, z);
+
+ /* unbind */
+ pipe->set_sampler_textures(pipe, 0, NULL);
+ pipe->bind_sampler_states(pipe, 0, NULL);
+
+ /* free stuff */
+ pipe_surface_reference(&texSurf, NULL);
+ screen->texture_release(screen, &tex);
+
+ /* Note: caller must restore pipe/gallium state at this time */
+}
+