/************************************************************************** * * Copyright 2007 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. * **************************************************************************/ /* * Authors: * Brian Paul */ #include "main/imports.h" #include "main/image.h" #include "main/macros.h" #include "main/mfeatures.h" #include "st_context.h" #include "st_texture.h" #include "st_cb_blit.h" #include "st_cb_fbo.h" #include "st_atom.h" #include "util/u_blit.h" void st_init_blit(struct st_context *st) { st->blit = util_create_blit(st->pipe, st->cso_context); } void st_destroy_blit(struct st_context *st) { util_destroy_blit(st->blit); st->blit = NULL; } #if FEATURE_EXT_framebuffer_blit static void st_BlitFramebuffer_resolve(struct gl_context *ctx, GLbitfield mask, struct pipe_resolve_info *info) { const GLbitfield depthStencil = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; struct st_context *st = st_context(ctx); struct st_renderbuffer *srcRb, *dstRb; if (mask & GL_COLOR_BUFFER_BIT) { srcRb = st_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer); dstRb = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]); info->mask = PIPE_MASK_RGBA; info->src.res = srcRb->texture; info->src.layer = srcRb->surface->u.tex.first_layer; info->dst.res = dstRb->texture; info->dst.level = dstRb->surface->u.tex.level; info->dst.layer = dstRb->surface->u.tex.first_layer; st->pipe->resource_resolve(st->pipe, info); } if (mask & depthStencil) { struct gl_renderbuffer_attachment *srcDepth, *srcStencil; struct gl_renderbuffer_attachment *dstDepth, *dstStencil; boolean combined; srcDepth = &ctx->ReadBuffer->Attachment[BUFFER_DEPTH]; dstDepth = &ctx->DrawBuffer->Attachment[BUFFER_DEPTH]; srcStencil = &ctx->ReadBuffer->Attachment[BUFFER_STENCIL]; dstStencil = &ctx->DrawBuffer->Attachment[BUFFER_STENCIL]; combined = st_is_depth_stencil_combined(srcDepth, srcStencil) && st_is_depth_stencil_combined(dstDepth, dstStencil); if ((mask & GL_DEPTH_BUFFER_BIT) || combined) { /* resolve depth and, if combined and requested, stencil as well */ srcRb = st_renderbuffer(srcDepth->Renderbuffer); dstRb = st_renderbuffer(dstDepth->Renderbuffer); info->mask = (mask & GL_DEPTH_BUFFER_BIT) ? PIPE_MASK_Z : 0; if (combined && (mask & GL_STENCIL_BUFFER_BIT)) { mask &= ~GL_STENCIL_BUFFER_BIT; info->mask |= PIPE_MASK_S; } info->src.res = srcRb->texture; info->src.layer = srcRb->surface->u.tex.first_layer; info->dst.res = dstRb->texture; info->dst.level = dstRb->surface->u.tex.level; info->dst.layer = dstRb->surface->u.tex.first_layer; st->pipe->resource_resolve(st->pipe, info); } if (mask & GL_STENCIL_BUFFER_BIT) { /* resolve separate stencil buffer */ srcRb = st_renderbuffer(srcStencil->Renderbuffer); dstRb = st_renderbuffer(dstStencil->Renderbuffer); info->mask = PIPE_MASK_S; info->src.res = srcRb->texture; info->src.layer = srcRb->surface->u.tex.first_layer; info->dst.res = dstRb->texture; info->dst.level = dstRb->surface->u.tex.level; info->dst.layer = dstRb->surface->u.tex.first_layer; st->pipe->resource_resolve(st->pipe, info); } } } static void st_BlitFramebuffer(struct gl_context *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); struct st_context *st = st_context(ctx); const uint pFilter = ((filter == GL_NEAREST) ? PIPE_TEX_MIPFILTER_NEAREST : PIPE_TEX_MIPFILTER_LINEAR); struct gl_framebuffer *readFB = ctx->ReadBuffer; struct gl_framebuffer *drawFB = ctx->DrawBuffer; st_validate_state(st); if (!_mesa_clip_blit(ctx, &srcX0, &srcY0, &srcX1, &srcY1, &dstX0, &dstY0, &dstX1, &dstY1)) { return; /* nothing to draw/blit */ } if (st_fb_orientation(drawFB) == Y_0_TOP) { /* invert Y for dest */ dstY0 = drawFB->Height - dstY0; dstY1 = drawFB->Height - dstY1; } if (st_fb_orientation(readFB) == Y_0_TOP) { /* invert Y for src */ srcY0 = readFB->Height - srcY0; srcY1 = readFB->Height - srcY1; } /* Disable conditional rendering. */ if (st->render_condition) { st->pipe->render_condition(st->pipe, NULL, 0); } if (readFB->Visual.sampleBuffers > drawFB->Visual.sampleBuffers && readFB->Visual.samples > 1) { struct pipe_resolve_info info; if (dstX0 < dstX1) { info.dst.x0 = dstX0; info.dst.x1 = dstX1; info.src.x0 = srcX0; info.src.x1 = srcX1; } else { info.dst.x0 = dstX1; info.dst.x1 = dstX0; info.src.x0 = srcX1; info.src.x1 = srcX0; } if (dstY0 < dstY1) { info.dst.y0 = dstY0; info.dst.y1 = dstY1; info.src.y0 = srcY0; info.src.y1 = srcY1; } else { info.dst.y0 = dstY1; info.dst.y1 = dstY0; info.src.y0 = srcY1; info.src.y1 = srcY0; } st_BlitFramebuffer_resolve(ctx, mask, &info); /* filter doesn't apply */ goto done; } if (srcY0 > srcY1 && dstY0 > dstY1) { /* Both src and dst are upside down. Swap Y to make it * right-side up to increase odds of using a fast path. * Recall that all Gallium raster coords have Y=0=top. */ GLint tmp; tmp = srcY0; srcY0 = srcY1; srcY1 = tmp; tmp = dstY0; dstY0 = dstY1; dstY1 = tmp; } if (mask & GL_COLOR_BUFFER_BIT) { struct gl_renderbuffer_attachment *srcAtt = &readFB->Attachment[readFB->_ColorReadBufferIndex]; if(srcAtt->Type == GL_TEXTURE) { struct st_texture_object *srcObj = st_texture_object(srcAtt->Texture); struct st_renderbuffer *dstRb = st_renderbuffer(drawFB->_ColorDrawBuffers[0]); struct pipe_surface *dstSurf = dstRb->surface; if (!srcObj->pt) goto done; util_blit_pixels(st->blit, srcObj->pt, srcAtt->TextureLevel, srcX0, srcY0, srcX1, srcY1, srcAtt->Zoffset + srcAtt->CubeMapFace, dstSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter, TGSI_WRITEMASK_XYZW); } else { struct st_renderbuffer *srcRb = st_renderbuffer(readFB->_ColorReadBuffer); struct st_renderbuffer *dstRb = st_renderbuffer(drawFB->_ColorDrawBuffers[0]); struct pipe_surface *srcSurf = srcRb->surface; struct pipe_surface *dstSurf = dstRb->surface; util_blit_pixels(st->blit, srcRb->texture, srcSurf->u.tex.level, srcX0, srcY0, srcX1, srcY1, srcSurf->u.tex.first_layer, dstSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter, TGSI_WRITEMASK_XYZW); } } if (mask & depthStencil) { /* depth and/or stencil blit */ /* get src/dst depth surfaces */ struct gl_renderbuffer_attachment *srcDepth = &readFB->Attachment[BUFFER_DEPTH]; struct gl_renderbuffer_attachment *dstDepth = &drawFB->Attachment[BUFFER_DEPTH]; struct gl_renderbuffer_attachment *srcStencil = &readFB->Attachment[BUFFER_STENCIL]; struct gl_renderbuffer_attachment *dstStencil = &drawFB->Attachment[BUFFER_STENCIL]; struct st_renderbuffer *srcDepthRb = st_renderbuffer(readFB->Attachment[BUFFER_DEPTH].Renderbuffer); struct st_renderbuffer *dstDepthRb = st_renderbuffer(drawFB->Attachment[BUFFER_DEPTH].Renderbuffer); struct pipe_surface *dstDepthSurf = dstDepthRb ? dstDepthRb->surface : NULL; if ((mask & depthStencil) == depthStencil && st_is_depth_stencil_combined(srcDepth, srcStencil) && st_is_depth_stencil_combined(dstDepth, dstStencil)) { /* Blitting depth and stencil values between combined * depth/stencil buffers. This is the ideal case for such buffers. */ util_blit_pixels(st->blit, srcDepthRb->texture, srcDepthRb->surface->u.tex.level, srcX0, srcY0, srcX1, srcY1, srcDepthRb->surface->u.tex.first_layer, dstDepthSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter, TGSI_WRITEMASK_XYZW); } else { /* blitting depth and stencil separately */ if (mask & GL_DEPTH_BUFFER_BIT) { util_blit_pixels(st->blit, srcDepthRb->texture, srcDepthRb->surface->u.tex.level, srcX0, srcY0, srcX1, srcY1, srcDepthRb->surface->u.tex.first_layer, dstDepthSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter, TGSI_WRITEMASK_XYZW); } if (mask & GL_STENCIL_BUFFER_BIT) { /* blit stencil only */ _mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) not completed"); } } } done: /* Restore conditional rendering state. */ if (st->render_condition) { st->pipe->render_condition(st->pipe, st->render_condition, st->condition_mode); } } void st_init_blit_functions(struct dd_function_table *functions) { functions->BlitFramebuffer = st_BlitFramebuffer; } #endif /* FEATURE_EXT_framebuffer_blit */