/************************************************************************** * * Copyright 2011 Lauri Kasanen * 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 THE AUTHORS OR COPYRIGHT HOLDERS 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. * **************************************************************************/ #include "postprocess.h" #include "postprocess/pp_filters.h" #include "postprocess/pp_private.h" #include "util/u_inlines.h" #include "util/u_sampler.h" #include "tgsi/tgsi_parse.h" void pp_blit(struct pipe_context *pipe, struct pipe_resource *src_tex, int srcX0, int srcY0, int srcX1, int srcY1, int srcZ0, struct pipe_surface *dst, int dstX0, int dstY0, int dstX1, int dstY1) { struct pipe_blit_info blit; memset(&blit, 0, sizeof(blit)); blit.src.resource = src_tex; blit.src.level = 0; blit.src.format = src_tex->format; blit.src.box.x = srcX0; blit.src.box.y = srcY0; blit.src.box.z = srcZ0; blit.src.box.width = srcX1 - srcX0; blit.src.box.height = srcY1 - srcY0; blit.src.box.depth = 1; blit.dst.resource = dst->texture; blit.dst.level = dst->u.tex.level; blit.dst.format = dst->format; blit.dst.box.x = dstX0; blit.dst.box.y = dstY0; blit.dst.box.z = 0; blit.dst.box.width = dstX1 - dstX0; blit.dst.box.height = dstY1 - dstY0; blit.dst.box.depth = 1; blit.mask = PIPE_MASK_RGBA; pipe->blit(pipe, &blit); } /** * Main run function of the PP queue. Called on swapbuffers/flush. * * Runs all requested filters in order and handles shuffling the temp * buffers in between. */ void pp_run(struct pp_queue_t *ppq, struct pipe_resource *in, struct pipe_resource *out, struct pipe_resource *indepth) { struct pipe_resource *refin = NULL, *refout = NULL; unsigned int i; struct cso_context *cso = ppq->p->cso; if (ppq->n_filters == 0) return; assert(ppq->pp_queue); assert(ppq->tmp[0]); if (in->width0 != ppq->p->framebuffer.width || in->height0 != ppq->p->framebuffer.height) { pp_debug("Resizing the temp pp buffers\n"); pp_free_fbos(ppq); pp_init_fbos(ppq, in->width0, in->height0); } if (in == out && ppq->n_filters == 1) { /* Make a copy of in to tmp[0] in this case. */ unsigned int w = ppq->p->framebuffer.width; unsigned int h = ppq->p->framebuffer.height; pp_blit(ppq->p->pipe, in, 0, 0, w, h, 0, ppq->tmps[0], 0, 0, w, h); in = ppq->tmp[0]; } /* save state (restored below) */ cso_save_blend(cso); cso_save_depth_stencil_alpha(cso); cso_save_fragment_shader(cso); cso_save_framebuffer(cso); cso_save_tessctrl_shader(cso); cso_save_tesseval_shader(cso); cso_save_geometry_shader(cso); cso_save_rasterizer(cso); cso_save_sample_mask(cso); cso_save_min_samples(cso); cso_save_fragment_samplers(cso); cso_save_fragment_sampler_views(cso); cso_save_stencil_ref(cso); cso_save_stream_outputs(cso); cso_save_vertex_elements(cso); cso_save_vertex_shader(cso); cso_save_viewport(cso); cso_save_aux_vertex_buffer_slot(cso); cso_save_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX); cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT); cso_save_render_condition(cso); /* set default state */ cso_set_sample_mask(cso, ~0); cso_set_min_samples(cso, 1); cso_set_stream_outputs(cso, 0, NULL, NULL); cso_set_tessctrl_shader_handle(cso, NULL); cso_set_tesseval_shader_handle(cso, NULL); cso_set_geometry_shader_handle(cso, NULL); cso_set_render_condition(cso, NULL, FALSE, 0); // Kept only for this frame. pipe_resource_reference(&ppq->depth, indepth); pipe_resource_reference(&refin, in); pipe_resource_reference(&refout, out); switch (ppq->n_filters) { case 0: /* Failsafe, but never reached. */ break; case 1: /* No temp buf */ ppq->pp_queue[0] (ppq, in, out, 0); break; case 2: /* One temp buf */ ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0); ppq->pp_queue[1] (ppq, ppq->tmp[0], out, 1); break; default: /* Two temp bufs */ assert(ppq->tmp[1]); ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0); for (i = 1; i < (ppq->n_filters - 1); i++) { if (i % 2 == 0) ppq->pp_queue[i] (ppq, ppq->tmp[1], ppq->tmp[0], i); else ppq->pp_queue[i] (ppq, ppq->tmp[0], ppq->tmp[1], i); } if (i % 2 == 0) ppq->pp_queue[i] (ppq, ppq->tmp[1], out, i); else ppq->pp_queue[i] (ppq, ppq->tmp[0], out, i); break; } /* restore state we changed */ cso_restore_blend(cso); cso_restore_depth_stencil_alpha(cso); cso_restore_fragment_shader(cso); cso_restore_framebuffer(cso); cso_restore_tessctrl_shader(cso); cso_restore_tesseval_shader(cso); cso_restore_geometry_shader(cso); cso_restore_rasterizer(cso); cso_restore_sample_mask(cso); cso_restore_min_samples(cso); cso_restore_fragment_samplers(cso); cso_restore_fragment_sampler_views(cso); cso_restore_stencil_ref(cso); cso_restore_stream_outputs(cso); cso_restore_vertex_elements(cso); cso_restore_vertex_shader(cso); cso_restore_viewport(cso); cso_restore_aux_vertex_buffer_slot(cso); cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX); cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT); cso_restore_render_condition(cso); pipe_resource_reference(&ppq->depth, NULL); pipe_resource_reference(&refin, NULL); pipe_resource_reference(&refout, NULL); } /* Utility functions for the filters. You're not forced to use these if */ /* your filter is more complicated. */ /** Setup this resource as the filter input. */ void pp_filter_setup_in(struct pp_program *p, struct pipe_resource *in) { struct pipe_sampler_view v_tmp; u_sampler_view_default_template(&v_tmp, in, in->format); p->view = p->pipe->create_sampler_view(p->pipe, in, &v_tmp); } /** Setup this resource as the filter output. */ void pp_filter_setup_out(struct pp_program *p, struct pipe_resource *out) { p->surf.format = out->format; p->framebuffer.cbufs[0] = p->pipe->create_surface(p->pipe, out, &p->surf); } /** Clean up the input and output set with the above. */ void pp_filter_end_pass(struct pp_program *p) { pipe_surface_reference(&p->framebuffer.cbufs[0], NULL); pipe_sampler_view_reference(&p->view, NULL); } /** * Convert the TGSI assembly to a runnable shader. * * We need not care about geometry shaders. All we have is screen quads. */ void * pp_tgsi_to_state(struct pipe_context *pipe, const char *text, bool isvs, const char *name) { struct pipe_shader_state state; struct tgsi_token *tokens = NULL; void *ret_state = NULL; /* * Allocate temporary token storage. State creation will duplicate * tokens so we must free them on exit. */ tokens = tgsi_alloc_tokens(PP_MAX_TOKENS); if (!tokens) { pp_debug("Failed to allocate temporary token storage.\n"); return NULL; } if (tgsi_text_translate(text, tokens, PP_MAX_TOKENS) == FALSE) { _debug_printf("pp: Failed to translate a shader for %s\n", name); return NULL; } state.tokens = tokens; memset(&state.stream_output, 0, sizeof(state.stream_output)); if (isvs) { ret_state = pipe->create_vs_state(pipe, &state); FREE(tokens); } else { ret_state = pipe->create_fs_state(pipe, &state); FREE(tokens); } return ret_state; } /** Setup misc state for the filter. */ void pp_filter_misc_state(struct pp_program *p) { cso_set_blend(p->cso, &p->blend); cso_set_depth_stencil_alpha(p->cso, &p->depthstencil); cso_set_rasterizer(p->cso, &p->rasterizer); cso_set_viewport(p->cso, &p->viewport); cso_set_vertex_elements(p->cso, 2, p->velem); } /** Draw with the filter to the set output. */ void pp_filter_draw(struct pp_program *p) { util_draw_vertex_buffer(p->pipe, p->cso, p->vbuf, 0, 0, PIPE_PRIM_QUADS, 4, 2); } /** Set the framebuffer as active. */ void pp_filter_set_fb(struct pp_program *p) { cso_set_framebuffer(p->cso, &p->framebuffer); } /** Set the framebuffer as active and clear it. */ void pp_filter_set_clear_fb(struct pp_program *p) { cso_set_framebuffer(p->cso, &p->framebuffer); p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR0, &p->clear_color, 0, 0); }