/************************************************************************** * * 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 VMWARE 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. * **************************************************************************/ #ifndef U_BLITTER_H #define U_BLITTER_H #include "util/u_framebuffer.h" #include "util/u_inlines.h" #include "pipe/p_state.h" #ifdef __cplusplus extern "C" { #endif struct pipe_context; enum blitter_attrib_type { UTIL_BLITTER_ATTRIB_NONE, UTIL_BLITTER_ATTRIB_COLOR, UTIL_BLITTER_ATTRIB_TEXCOORD_XY, UTIL_BLITTER_ATTRIB_TEXCOORD_XYZW, }; union blitter_attrib { float color[4]; struct { float x1, y1, x2, y2, z, w; } texcoord; }; struct blitter_context; typedef void *(*blitter_get_vs_func)(struct blitter_context *blitter); struct blitter_context { /** * Draw a rectangle. * * \param get_vs Callback for obtaining the vertex shader for the draw call. * It might invoke the shader compiler. The driver is * responsible for setting the vertex shader, and the callback * allows the driver to query the vertex shader CSO if it * wants to use the default one. * \param x1 An X coordinate of the top-left corner. * \param y1 A Y coordinate of the top-left corner. * \param x2 An X coordinate of the bottom-right corner. * \param y2 A Y coordinate of the bottom-right corner. * \param depth A depth which the rectangle is rendered at. * * \param type Semantics of the attributes "attrib". * If type is UTIL_BLITTER_ATTRIB_NONE, ignore them. * If type is UTIL_BLITTER_ATTRIB_COLOR, the attributes * make up a constant RGBA color, and should go * to the GENERIC0 varying slot of a fragment shader. * If type is UTIL_BLITTER_ATTRIB_TEXCOORD, {a1, a2} and * {a3, a4} specify top-left and bottom-right texture * coordinates of the rectangle, respectively, and should go * to the GENERIC0 varying slot of a fragment shader. * * \param attrib See type. * * \note A driver may optionally override this callback to implement * a specialized hardware path for drawing a rectangle, e.g. using * a rectangular point sprite. */ void (*draw_rectangle)(struct blitter_context *blitter, void *vertex_elements_cso, blitter_get_vs_func get_vs, int x1, int y1, int x2, int y2, float depth, unsigned num_instances, enum blitter_attrib_type type, const union blitter_attrib *attrib); /* Whether the blitter is running. */ bool running; /* Private members, really. */ struct pipe_context *pipe; /**< pipe context */ void *saved_blend_state; /**< blend state */ void *saved_dsa_state; /**< depth stencil alpha state */ void *saved_velem_state; /**< vertex elements state */ void *saved_rs_state; /**< rasterizer state */ void *saved_fs, *saved_vs, *saved_gs, *saved_tcs, *saved_tes; /**< shaders */ struct pipe_framebuffer_state saved_fb_state; /**< framebuffer state */ struct pipe_stencil_ref saved_stencil_ref; /**< stencil ref */ struct pipe_viewport_state saved_viewport; struct pipe_scissor_state saved_scissor; bool skip_viewport_restore; bool is_sample_mask_saved; unsigned saved_sample_mask; unsigned saved_num_sampler_states; void *saved_sampler_states[PIPE_MAX_SAMPLERS]; unsigned saved_num_sampler_views; struct pipe_sampler_view *saved_sampler_views[PIPE_MAX_SAMPLERS]; unsigned cb_slot; struct pipe_constant_buffer saved_fs_constant_buffer; unsigned vb_slot; struct pipe_vertex_buffer saved_vertex_buffer; unsigned saved_num_so_targets; struct pipe_stream_output_target *saved_so_targets[PIPE_MAX_SO_BUFFERS]; struct pipe_query *saved_render_cond_query; uint saved_render_cond_mode; bool saved_render_cond_cond; }; /** * Create a blitter context. */ struct blitter_context *util_blitter_create(struct pipe_context *pipe); /** * Destroy a blitter context. */ void util_blitter_destroy(struct blitter_context *blitter); void util_blitter_cache_all_shaders(struct blitter_context *blitter); /** * Return the pipe context associated with a blitter context. */ static inline struct pipe_context *util_blitter_get_pipe(struct blitter_context *blitter) { return blitter->pipe; } /** * Override PIPE_CAP_TEXTURE_MULTISAMPLE as reported by the driver. */ void util_blitter_set_texture_multisample(struct blitter_context *blitter, bool supported); /* The default function to draw a rectangle. This can only be used * inside of the draw_rectangle callback if the driver overrides it. */ void util_blitter_draw_rectangle(struct blitter_context *blitter, void *vertex_elements_cso, blitter_get_vs_func get_vs, int x1, int y1, int x2, int y2, float depth, unsigned num_instances, enum blitter_attrib_type type, const union blitter_attrib *attrib); /* * These states must be saved before any of the following functions are called: * - vertex buffers * - vertex elements * - vertex shader * - geometry shader (if supported) * - stream output targets (if supported) * - rasterizer state */ /** * Clear a specified set of currently bound buffers to specified values. * * These states must be saved in the blitter in addition to the state objects * already required to be saved: * - fragment shader * - depth stencil alpha state * - blend state */ void util_blitter_clear(struct blitter_context *blitter, unsigned width, unsigned height, unsigned num_layers, unsigned clear_buffers, const union pipe_color_union *color, double depth, unsigned stencil); /** * Check if the blitter (with the help of the driver) can blit between * the two resources. */ bool util_blitter_is_copy_supported(struct blitter_context *blitter, const struct pipe_resource *dst, const struct pipe_resource *src); bool util_blitter_is_blit_supported(struct blitter_context *blitter, const struct pipe_blit_info *info); /** * Copy a block of pixels from one surface to another. * * These states must be saved in the blitter in addition to the state objects * already required to be saved: * - fragment shader * - depth stencil alpha state * - blend state * - fragment sampler states * - fragment sampler textures * - framebuffer state * - sample mask */ void util_blitter_copy_texture(struct blitter_context *blitter, struct pipe_resource *dst, unsigned dst_level, unsigned dstx, unsigned dsty, unsigned dstz, struct pipe_resource *src, unsigned src_level, const struct pipe_box *srcbox); /** * This is a generic implementation of pipe->blit, which accepts * sampler/surface views instead of resources. * * The layer and mipmap level are specified by the views. * * Drivers can use this to change resource properties (like format, width, * height) by changing how the views interpret them, instead of changing * pipe_resource directly. This is used to blit resources of formats which * are not renderable. * * src_width0 and src_height0 are sampler_view-private properties that * override pipe_resource. The blitter uses them for computation of texture * coordinates. The dst dimensions are supplied through pipe_surface::width * and height. * * The mask is a combination of the PIPE_MASK_* flags. * Set to PIPE_MASK_RGBAZS if unsure. */ void util_blitter_blit_generic(struct blitter_context *blitter, struct pipe_surface *dst, const struct pipe_box *dstbox, struct pipe_sampler_view *src, const struct pipe_box *srcbox, unsigned src_width0, unsigned src_height0, unsigned mask, unsigned filter, const struct pipe_scissor_state *scissor, bool alpha_blend); void util_blitter_blit(struct blitter_context *blitter, const struct pipe_blit_info *info); void util_blitter_generate_mipmap(struct blitter_context *blitter, struct pipe_resource *tex, enum pipe_format format, unsigned base_level, unsigned last_level, unsigned first_layer, unsigned last_layer); /** * Helper function to initialize a view for copy_texture_view. * The parameters must match copy_texture_view. */ void util_blitter_default_dst_texture(struct pipe_surface *dst_templ, struct pipe_resource *dst, unsigned dstlevel, unsigned dstz); /** * Helper function to initialize a view for copy_texture_view. * The parameters must match copy_texture_view. */ void util_blitter_default_src_texture(struct blitter_context *blitter, struct pipe_sampler_view *src_templ, struct pipe_resource *src, unsigned srclevel); /** * Copy data from one buffer to another using the Stream Output functionality. * 4-byte alignment is required, otherwise software fallback is used. */ void util_blitter_copy_buffer(struct blitter_context *blitter, struct pipe_resource *dst, unsigned dstx, struct pipe_resource *src, unsigned srcx, unsigned size); /** * Clear the contents of a buffer using the Stream Output functionality. * 4-byte alignment is required. * * "num_channels" can be 1, 2, 3, or 4, and specifies if the clear value is * R, RG, RGB, or RGBA. * * For each element, only "num_channels" components of "clear_value" are * copied to the buffer, then the offset is incremented by num_channels*4. */ void util_blitter_clear_buffer(struct blitter_context *blitter, struct pipe_resource *dst, unsigned offset, unsigned size, unsigned num_channels, const union pipe_color_union *clear_value); /** * Clear a region of a (color) surface to a constant value. * * These states must be saved in the blitter in addition to the state objects * already required to be saved: * - fragment shader * - depth stencil alpha state * - blend state * - framebuffer state */ void util_blitter_clear_render_target(struct blitter_context *blitter, struct pipe_surface *dst, const union pipe_color_union *color, unsigned dstx, unsigned dsty, unsigned width, unsigned height); /** * Clear a region of a depth-stencil surface, both stencil and depth * or only one of them if this is a combined depth-stencil surface. * * These states must be saved in the blitter in addition to the state objects * already required to be saved: * - fragment shader * - depth stencil alpha state * - blend state * - framebuffer state */ void util_blitter_clear_depth_stencil(struct blitter_context *blitter, struct pipe_surface *dst, unsigned clear_flags, double depth, unsigned stencil, unsigned dstx, unsigned dsty, unsigned width, unsigned height); /* The following functions are customized variants of the clear functions. * Some drivers use them internally to do things like MSAA resolve * and resource decompression. It usually consists of rendering a full-screen * quad with a special blend or DSA state. */ /* Used by r300g for depth decompression. */ void util_blitter_custom_clear_depth(struct blitter_context *blitter, unsigned width, unsigned height, double depth, void *custom_dsa); /* Used by r600g for depth decompression. */ void util_blitter_custom_depth_stencil(struct blitter_context *blitter, struct pipe_surface *zsurf, struct pipe_surface *cbsurf, unsigned sample_mask, void *dsa_stage, float depth); /* Used by r600g for color decompression. */ void util_blitter_custom_color(struct blitter_context *blitter, struct pipe_surface *dstsurf, void *custom_blend); /* Used by r600g for MSAA color resolve. */ void util_blitter_custom_resolve_color(struct blitter_context *blitter, struct pipe_resource *dst, unsigned dst_level, unsigned dst_layer, struct pipe_resource *src, unsigned src_layer, unsigned sampled_mask, void *custom_blend, enum pipe_format format); /* Used by vc4 for 8/16-bit linear-to-tiled blits */ void util_blitter_custom_shader(struct blitter_context *blitter, struct pipe_surface *dstsurf, void *custom_vs, void *custom_fs); /* The functions below should be used to save currently bound constant state * objects inside a driver. The objects are automatically restored at the end * of the util_blitter_{clear, copy_region, fill_region} functions and then * forgotten. * * States not listed here are not affected by util_blitter. */ static inline void util_blitter_save_blend(struct blitter_context *blitter, void *state) { blitter->saved_blend_state = state; } static inline void util_blitter_save_depth_stencil_alpha(struct blitter_context *blitter, void *state) { blitter->saved_dsa_state = state; } static inline void util_blitter_save_vertex_elements(struct blitter_context *blitter, void *state) { blitter->saved_velem_state = state; } static inline void util_blitter_save_stencil_ref(struct blitter_context *blitter, const struct pipe_stencil_ref *state) { blitter->saved_stencil_ref = *state; } static inline void util_blitter_save_rasterizer(struct blitter_context *blitter, void *state) { blitter->saved_rs_state = state; } static inline void util_blitter_save_fragment_shader(struct blitter_context *blitter, void *fs) { blitter->saved_fs = fs; } static inline void util_blitter_save_vertex_shader(struct blitter_context *blitter, void *vs) { blitter->saved_vs = vs; } static inline void util_blitter_save_geometry_shader(struct blitter_context *blitter, void *gs) { blitter->saved_gs = gs; } static inline void util_blitter_save_tessctrl_shader(struct blitter_context *blitter, void *sh) { blitter->saved_tcs = sh; } static inline void util_blitter_save_tesseval_shader(struct blitter_context *blitter, void *sh) { blitter->saved_tes = sh; } static inline void util_blitter_save_framebuffer(struct blitter_context *blitter, const struct pipe_framebuffer_state *state) { blitter->saved_fb_state.nr_cbufs = 0; /* It's ~0 now, meaning it's unsaved. */ util_copy_framebuffer_state(&blitter->saved_fb_state, state); } static inline void util_blitter_save_viewport(struct blitter_context *blitter, struct pipe_viewport_state *state) { blitter->saved_viewport = *state; } static inline void util_blitter_save_scissor(struct blitter_context *blitter, struct pipe_scissor_state *state) { blitter->saved_scissor = *state; } static inline void util_blitter_save_fragment_sampler_states( struct blitter_context *blitter, unsigned num_sampler_states, void **sampler_states) { assert(num_sampler_states <= ARRAY_SIZE(blitter->saved_sampler_states)); blitter->saved_num_sampler_states = num_sampler_states; memcpy(blitter->saved_sampler_states, sampler_states, num_sampler_states * sizeof(void *)); } static inline void util_blitter_save_fragment_sampler_views(struct blitter_context *blitter, unsigned num_views, struct pipe_sampler_view **views) { unsigned i; assert(num_views <= ARRAY_SIZE(blitter->saved_sampler_views)); blitter->saved_num_sampler_views = num_views; for (i = 0; i < num_views; i++) pipe_sampler_view_reference(&blitter->saved_sampler_views[i], views[i]); } static inline void util_blitter_save_fragment_constant_buffer_slot( struct blitter_context *blitter, struct pipe_constant_buffer *constant_buffers) { pipe_resource_reference(&blitter->saved_fs_constant_buffer.buffer, constant_buffers[blitter->cb_slot].buffer); memcpy(&blitter->saved_fs_constant_buffer, &constant_buffers[blitter->cb_slot], sizeof(struct pipe_constant_buffer)); } static inline void util_blitter_save_vertex_buffer_slot(struct blitter_context *blitter, struct pipe_vertex_buffer *vertex_buffers) { pipe_vertex_buffer_reference(&blitter->saved_vertex_buffer, &vertex_buffers[blitter->vb_slot]); } static inline void util_blitter_save_so_targets(struct blitter_context *blitter, unsigned num_targets, struct pipe_stream_output_target **targets) { unsigned i; assert(num_targets <= ARRAY_SIZE(blitter->saved_so_targets)); blitter->saved_num_so_targets = num_targets; for (i = 0; i < num_targets; i++) pipe_so_target_reference(&blitter->saved_so_targets[i], targets[i]); } static inline void util_blitter_save_sample_mask(struct blitter_context *blitter, unsigned sample_mask) { blitter->is_sample_mask_saved = true; blitter->saved_sample_mask = sample_mask; } static inline void util_blitter_save_render_condition(struct blitter_context *blitter, struct pipe_query *query, bool condition, enum pipe_render_cond_flag mode) { blitter->saved_render_cond_query = query; blitter->saved_render_cond_mode = mode; blitter->saved_render_cond_cond = condition; } void util_blitter_common_clear_setup(struct blitter_context *blitter, unsigned width, unsigned height, unsigned clear_buffers, void *custom_blend, void *custom_dsa); void util_blitter_set_running_flag(struct blitter_context *blitter); void util_blitter_unset_running_flag(struct blitter_context *blitter); void util_blitter_restore_vertex_states(struct blitter_context *blitter); void util_blitter_restore_fragment_states(struct blitter_context *blitter); void util_blitter_restore_render_cond(struct blitter_context *blitter); void util_blitter_restore_fb_state(struct blitter_context *blitter); void util_blitter_restore_textures(struct blitter_context *blitter); void util_blitter_restore_constant_buffer_state(struct blitter_context *blitter); #ifdef __cplusplus } #endif #endif