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/**************************************************************************
 *
 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
 *
 * 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.
 *
 **************************************************************************/

#ifndef U_BLITTER_H
#define U_BLITTER_H

#include "util/u_framebuffer.h"
#include "util/u_inlines.h"
#include "util/u_memory.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
};

struct blitter_context
{
   /**
    * Draw a rectangle.
    *
    * \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,
                          unsigned x1, unsigned y1, unsigned x2, unsigned y2,
                          float depth,
                          enum blitter_attrib_type type,
                          const union pipe_color_union *color);

   /* Whether the blitter is running. */
   boolean 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; /**< fragment shader, vertex shader */

   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_clip_state saved_clip;

   int saved_num_sampler_states;
   void *saved_sampler_states[PIPE_MAX_SAMPLERS];

   int saved_num_sampler_views;
   struct pipe_sampler_view *saved_sampler_views[PIPE_MAX_SAMPLERS];

   int saved_num_vertex_buffers;
   struct pipe_vertex_buffer saved_vertex_buffers[PIPE_MAX_ATTRIBS];
};

/**
 * 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);

/**
 * 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;
}

/*
 * These states must be saved before any of the following functions is called:
 * - blend state
 * - depth stencil alpha state
 * - rasterizer state
 * - vertex shader
 * - any other shader??? (XXX)
 * - fragment shader
 * - vertex buffers
 * - vertex elements
 */

/**
 * Clear a specified set of currently bound buffers to specified values.
 */
void util_blitter_clear(struct blitter_context *blitter,
                        unsigned width, unsigned height,
                        unsigned num_cbufs,
                        unsigned clear_buffers,
                        const union pipe_color_union *color,
                        double depth, unsigned stencil);

void util_blitter_clear_depth_custom(struct blitter_context *blitter,
                                     unsigned width, unsigned height,
                                     double depth, void *custom_dsa);

/**
 * Copy a block of pixels from one surface to another.
 *
 * You can copy from any color format to any other color format provided
 * the former can be sampled and the latter can be rendered to. Otherwise,
 * a software fallback path is taken and both surfaces must be of the same
 * format.
 *
 * The same holds for depth-stencil formats with the exception that stencil
 * cannot be copied unless you set ignore_stencil to FALSE. In that case,
 * a software fallback path is taken and both surfaces must be of the same
 * format.
 *
 * Use pipe_screen->is_format_supported to know your options.
 *
 * These states must be saved in the blitter in addition to the state objects
 * already required to be saved:
 * - framebuffer state
 * - fragment sampler states
 * - fragment sampler textures
 */
void util_blitter_copy_texture(struct blitter_context *blitter,
                               struct pipe_resource *dst,
                               unsigned dstlevel,
                               unsigned dstx, unsigned dsty, unsigned dstz,
                               struct pipe_resource *src,
                               unsigned srclevel,
                               const struct pipe_box *srcbox,
                               boolean ignore_stencil);

/**
 * 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:
 * - 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:
 * - 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);

void util_blitter_custom_depth_stencil(struct blitter_context *blitter,
				       struct pipe_surface *zsurf,
				       struct pipe_surface *cbsurf,
				       void *dsa_stage, float depth);

/* 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.
 *
 * CSOs 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_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_clip(struct blitter_context *blitter,
                            struct pipe_clip_state *state)
{
   blitter->saved_clip = *state;
}

static INLINE
void util_blitter_save_fragment_sampler_states(
                  struct blitter_context *blitter,
                  int num_sampler_states,
                  void **sampler_states)
{
   assert(num_sampler_states <= Elements(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,
                                         int num_views,
                                         struct pipe_sampler_view **views)
{
   unsigned i;
   assert(num_views <= Elements(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_vertex_buffers(struct blitter_context *blitter,
                                         int num_vertex_buffers,
                                         struct pipe_vertex_buffer *vertex_buffers)
{
   assert(num_vertex_buffers <= Elements(blitter->saved_vertex_buffers));

   blitter->saved_num_vertex_buffers = 0;
   util_copy_vertex_buffers(blitter->saved_vertex_buffers,
                            (unsigned*)&blitter->saved_num_vertex_buffers,
                            vertex_buffers,
                            num_vertex_buffers);
}

#ifdef __cplusplus
}
#endif

#endif