/**************************************************************************
*
* Copyright 2008 VMware, Inc.
* 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 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.
*
**************************************************************************/
/**
* @file
* Copy/blit pixel rect between surfaces
*
* @author Brian Paul
*/
#include "pipe/p_context.h"
#include "util/u_debug.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "pipe/p_shader_tokens.h"
#include "pipe/p_state.h"
#include "util/u_blit.h"
#include "util/u_draw_quad.h"
#include "util/u_format.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_sampler.h"
#include "util/u_texture.h"
#include "util/u_simple_shaders.h"
#include "cso_cache/cso_context.h"
struct blit_state
{
struct pipe_context *pipe;
struct cso_context *cso;
struct pipe_blend_state blend_write_color;
struct pipe_depth_stencil_alpha_state dsa_keep_depthstencil;
struct pipe_rasterizer_state rasterizer;
struct pipe_sampler_state sampler;
struct pipe_viewport_state viewport;
struct pipe_vertex_element velem[2];
void *vs;
void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1][3];
struct pipe_resource *vbuf; /**< quad vertices */
unsigned vbuf_slot;
float vertices[4][2][4]; /**< vertex/texcoords for quad */
};
/**
* 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 cso_context *cso)
{
struct blit_state *ctx;
uint i;
ctx = CALLOC_STRUCT(blit_state);
if (!ctx)
return NULL;
ctx->pipe = pipe;
ctx->cso = cso;
/* disabled blending/masking */
ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA;
/* rasterizer */
ctx->rasterizer.cull_face = PIPE_FACE_NONE;
ctx->rasterizer.half_pixel_center = 1;
ctx->rasterizer.bottom_edge_rule = 1;
ctx->rasterizer.depth_clip = 1;
/* samplers */
ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
ctx->sampler.min_img_filter = 0; /* set later */
ctx->sampler.mag_img_filter = 0; /* set later */
/* vertex elements state */
for (i = 0; i < 2; i++) {
ctx->velem[i].src_offset = i * 4 * sizeof(float);
ctx->velem[i].instance_divisor = 0;
ctx->velem[i].vertex_buffer_index = cso_get_aux_vertex_buffer_slot(cso);
ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
ctx->vbuf = NULL;
/* init vertex data that doesn't change */
for (i = 0; i < 4; i++) {
ctx->vertices[i][0][3] = 1.0f; /* w */
ctx->vertices[i][1][3] = 1.0f; /* q */
}
return ctx;
}
/**
* Destroy a blit context
*/
void
util_destroy_blit(struct blit_state *ctx)
{
struct pipe_context *pipe = ctx->pipe;
unsigned i, j, k;
if (ctx->vs)
pipe->delete_vs_state(pipe, ctx->vs);
for (i = 0; i < ARRAY_SIZE(ctx->fs); i++) {
for (j = 0; j < ARRAY_SIZE(ctx->fs[i]); j++) {
for (k = 0; k < ARRAY_SIZE(ctx->fs[i][j]); k++) {
if (ctx->fs[i][j][k])
pipe->delete_fs_state(pipe, ctx->fs[i][j][k]);
}
}
}
pipe_resource_reference(&ctx->vbuf, NULL);
FREE(ctx);
}
/**
* Helper function to set the fragment shaders.
*/
static inline void
set_fragment_shader(struct blit_state *ctx, uint writemask,
enum pipe_format format,
enum pipe_texture_target pipe_tex)
{
enum tgsi_return_type stype;
unsigned idx;
if (util_format_is_pure_uint(format)) {
stype = TGSI_RETURN_TYPE_UINT;
idx = 0;
} else if (util_format_is_pure_sint(format)) {
stype = TGSI_RETURN_TYPE_SINT;
idx = 1;
} else {
stype = TGSI_RETURN_TYPE_FLOAT;
idx = 2;
}
if (!ctx->fs[pipe_tex][writemask][idx]) {
unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
/* OpenGL does not allow blits from signed to unsigned integer
* or vice versa. */
ctx->fs[pipe_tex][writemask][idx] =
util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex,
TGSI_INTERPOLATE_LINEAR,
writemask,
stype, stype, false, false);
}
cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask][idx]);
}
/**
* Helper function to set the vertex shader.
*/
static inline void
set_vertex_shader(struct blit_state *ctx)
{
/* vertex shader - still required to provide the linkage between
* fragment shader input semantics and vertex_element/buffers.
*/
if (!ctx->vs) {
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_GENERIC };
const uint semantic_indexes[] = { 0, 0 };
ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
semantic_names,
semantic_indexes, FALSE);
}
cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
}
/**
* Get offset of next free slot in vertex buffer for quad vertices.
*/
static unsigned
get_next_slot( struct blit_state *ctx )
{
const unsigned max_slots = 4096 / sizeof ctx->vertices;
if (ctx->vbuf_slot >= max_slots) {
pipe_resource_reference(&ctx->vbuf, NULL);
ctx->vbuf_slot = 0;
}
if (!ctx->vbuf) {
ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
PIPE_BIND_VERTEX_BUFFER,
PIPE_USAGE_STREAM,
max_slots * sizeof ctx->vertices);
}
return ctx->vbuf_slot++ * sizeof ctx->vertices;
}
/**
* Setup vertex data for the textured quad we'll draw.
* Note: y=0=top
*
* FIXME: We should call util_map_texcoords2d_onto_cubemap
* for cubemaps.
*/
static unsigned
setup_vertex_data_tex(struct blit_state *ctx,
unsigned src_target,
unsigned src_face,
float x0, float y0, float x1, float y1,
float s0, float t0, float s1, float t1,
float z)
{
unsigned offset;
ctx->vertices[0][0][0] = x0;
ctx->vertices[0][0][1] = y0;
ctx->vertices[0][0][2] = z;
ctx->vertices[0][1][0] = s0; /*s*/
ctx->vertices[0][1][1] = t0; /*t*/
ctx->vertices[0][1][2] = 0; /*r*/
ctx->vertices[1][0][0] = x1;
ctx->vertices[1][0][1] = y0;
ctx->vertices[1][0][2] = z;
ctx->vertices[1][1][0] = s1; /*s*/
ctx->vertices[1][1][1] = t0; /*t*/
ctx->vertices[1][1][2] = 0; /*r*/
ctx->vertices[2][0][0] = x1;
ctx->vertices[2][0][1] = y1;
ctx->vertices[2][0][2] = z;
ctx->vertices[2][1][0] = s1;
ctx->vertices[2][1][1] = t1;
ctx->vertices[3][1][2] = 0;
ctx->vertices[3][0][0] = x0;
ctx->vertices[3][0][1] = y1;
ctx->vertices[3][0][2] = z;
ctx->vertices[3][1][0] = s0;
ctx->vertices[3][1][1] = t1;
ctx->vertices[3][1][2] = 0;
if (src_target == PIPE_TEXTURE_CUBE ||
src_target == PIPE_TEXTURE_CUBE_ARRAY) {
/* Map cubemap texture coordinates inplace. */
const unsigned stride = sizeof ctx->vertices[0] / sizeof ctx->vertices[0][0][0];
util_map_texcoords2d_onto_cubemap(src_face,
&ctx->vertices[0][1][0], stride,
&ctx->vertices[0][1][0], stride,
TRUE);
}
offset = get_next_slot( ctx );
if (ctx->vbuf) {
pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
offset, sizeof(ctx->vertices), ctx->vertices);
}
return offset;
}
/**
* \return TRUE if two regions overlap, FALSE otherwise
*/
static boolean
regions_overlap(int srcX0, int srcY0,
int srcX1, int srcY1,
int dstX0, int dstY0,
int dstX1, int dstY1)
{
if (MAX2(srcX0, srcX1) <= MIN2(dstX0, dstX1))
return FALSE; /* src completely left of dst */
if (MAX2(dstX0, dstX1) <= MIN2(srcX0, srcX1))
return FALSE; /* dst completely left of src */
if (MAX2(srcY0, srcY1) <= MIN2(dstY0, dstY1))
return FALSE; /* src completely above dst */
if (MAX2(dstY0, dstY1) <= MIN2(srcY0, srcY1))
return FALSE; /* dst completely above src */
return TRUE; /* some overlap */
}
/**
* Can we blit from src format to dest format with a simple copy?
*/
static boolean
formats_compatible(enum pipe_format src_format,
enum pipe_format dst_format)
{
if (src_format == dst_format) {
return TRUE;
}
else {
const struct util_format_description *src_desc =
util_format_description(src_format);
const struct util_format_description *dst_desc =
util_format_description(dst_format);
return util_is_format_compatible(src_desc, dst_desc);
}
}
/**
* Copy pixel block from src surface to dst surface.
* Overlapping regions are acceptable.
* Flipping and stretching are supported.
* \param filter one of PIPE_TEX_FILTER_NEAREST/LINEAR
* \param writemask bitmask of PIPE_MASK_[RGBAZS]. Controls which channels
* in the dest surface are sourced from the src surface.
* Disabled color channels are sourced from (0,0,0,1).
*/
void
util_blit_pixels(struct blit_state *ctx,
struct pipe_resource *src_tex,
unsigned src_level,
int srcX0, int srcY0,
int srcX1, int srcY1,
int srcZ0,
struct pipe_surface *dst,
int dstX0, int dstY0,
int dstX1, int dstY1,
MAYBE_UNUSED float z, uint filter,
uint writemask)
{
struct pipe_context *pipe = ctx->pipe;
enum pipe_format src_format, dst_format;
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
boolean overlap;
boolean is_stencil, is_depth, blit_depth, blit_stencil;
const struct util_format_description *src_desc =
util_format_description(src_tex->format);
struct pipe_blit_info info;
assert(filter == PIPE_TEX_FILTER_NEAREST ||
filter == PIPE_TEX_FILTER_LINEAR);
assert(src_level <= src_tex->last_level);
/* do the regions overlap? */
overlap = src_tex == dst->texture &&
dst->u.tex.level == src_level &&
dst->u.tex.first_layer == srcZ0 &&
regions_overlap(srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1);
src_format = util_format_linear(src_tex->format);
dst_format = util_format_linear(dst->texture->format);
/* See whether we will blit depth or stencil. */
is_depth = util_format_has_depth(src_desc);
is_stencil = util_format_has_stencil(src_desc);
blit_depth = is_depth && (writemask & PIPE_MASK_Z);
blit_stencil = is_stencil && (writemask & PIPE_MASK_S);
if (is_depth || is_stencil) {
assert((writemask & PIPE_MASK_RGBA) == 0);
assert(blit_depth || blit_stencil);
}
else {
assert((writemask & PIPE_MASK_ZS) == 0);
assert(!blit_depth);
assert(!blit_stencil);
}
/*
* XXX: z parameter is deprecated. dst->u.tex.first_layer
* specificies the destination layer.
*/
assert(z == 0.0f);
/*
* Check for simple case: no format conversion, no flipping, no stretching,
* no overlapping, same number of samples.
* Filter mode should not matter since there's no stretching.
*/
if (formats_compatible(src_format, dst_format) &&
src_tex->nr_samples == dst->texture->nr_samples &&
is_stencil == blit_stencil &&
is_depth == blit_depth &&
srcX0 < srcX1 &&
dstX0 < dstX1 &&
srcY0 < srcY1 &&
dstY0 < dstY1 &&
(dstX1 - dstX0) == (srcX1 - srcX0) &&
(dstY1 - dstY0) == (srcY1 - srcY0) &&
!overlap) {
struct pipe_box src_box;
src_box.x = srcX0;
src_box.y = srcY0;
src_box.z = srcZ0;
src_box.width = srcW;
src_box.height = srcH;
src_box.depth = 1;
pipe->resource_copy_region(pipe,
dst->texture, dst->u.tex.level,
dstX0, dstY0, dst->u.tex.first_layer,/* dest */
src_tex, src_level,
&src_box);
return;
}
memset(&info, 0, sizeof info);
info.dst.resource = dst->texture;
info.dst.level = dst->u.tex.level;
info.dst.box.x = dstX0;
info.dst.box.y = dstY0;
info.dst.box.z = dst->u.tex.first_layer;
info.dst.box.width = dstX1 - dstX0;
info.dst.box.height = dstY1 - dstY0;
assert(info.dst.box.width >= 0);
assert(info.dst.box.height >= 0);
info.dst.box.depth = 1;
info.dst.format = dst_format;
info.src.resource = src_tex;
info.src.level = src_level;
info.src.box.x = srcX0;
info.src.box.y = srcY0;
info.src.box.z = srcZ0;
info.src.box.width = srcX1 - srcX0;
info.src.box.height = srcY1 - srcY0;
info.src.box.depth = 1;
info.src.format = src_format;
info.mask = writemask;
info.filter = filter;
info.scissor_enable = 0;
pipe->blit(pipe, &info);
}
/**
* Copy pixel block from src sampler view to dst surface.
*
* The sampler view's first_level field indicates the source
* mipmap level to use.
*
* The sampler view's first_layer indicate the layer to use, but for
* cube maps it must point to the first face. Face is passed in src_face.
*
* The main advantage over util_blit_pixels is that it allows to specify swizzles in
* pipe_sampler_view::swizzle_?.
*
* But there is no control over blitting Z and/or stencil.
*/
void
util_blit_pixels_tex(struct blit_state *ctx,
struct pipe_sampler_view *src_sampler_view,
int srcX0, int srcY0,
int srcX1, int srcY1,
unsigned src_face,
struct pipe_surface *dst,
int dstX0, int dstY0,
int dstX1, int dstY1,
float z, uint filter)
{
boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
struct pipe_framebuffer_state fb;
float s0, t0, s1, t1;
unsigned offset;
struct pipe_resource *tex = src_sampler_view->texture;
assert(filter == PIPE_TEX_FILTER_NEAREST ||
filter == PIPE_TEX_FILTER_LINEAR);
assert(tex);
assert(tex->width0 != 0);
assert(tex->height0 != 0);
s0 = (float) srcX0;
s1 = (float) srcX1;
t0 = (float) srcY0;
t1 = (float) srcY1;
if(normalized)
{
/* normalize according to the mipmap level's size */
int level = src_sampler_view->u.tex.first_level;
float w = (float) u_minify(tex->width0, level);
float h = (float) u_minify(tex->height0, level);
s0 /= w;
s1 /= w;
t0 /= h;
t1 /= h;
}
assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
PIPE_TEXTURE_2D,
dst->texture->nr_samples,
PIPE_BIND_RENDER_TARGET));
/* save state (restored below) */
cso_save_state(ctx->cso, (CSO_BIT_BLEND |
CSO_BIT_DEPTH_STENCIL_ALPHA |
CSO_BIT_RASTERIZER |
CSO_BIT_SAMPLE_MASK |
CSO_BIT_MIN_SAMPLES |
CSO_BIT_FRAGMENT_SAMPLERS |
CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
CSO_BIT_STREAM_OUTPUTS |
CSO_BIT_VIEWPORT |
CSO_BIT_FRAMEBUFFER |
CSO_BIT_PAUSE_QUERIES |
CSO_BIT_FRAGMENT_SHADER |
CSO_BIT_VERTEX_SHADER |
CSO_BIT_TESSCTRL_SHADER |
CSO_BIT_TESSEVAL_SHADER |
CSO_BIT_GEOMETRY_SHADER |
CSO_BIT_VERTEX_ELEMENTS |
CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
/* set misc state we care about */
cso_set_blend(ctx->cso, &ctx->blend_write_color);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
cso_set_sample_mask(ctx->cso, ~0);
cso_set_min_samples(ctx->cso, 1);
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
cso_set_stream_outputs(ctx->cso, 0, NULL, NULL);
/* sampler */
ctx->sampler.normalized_coords = normalized;
ctx->sampler.min_img_filter = filter;
ctx->sampler.mag_img_filter = filter;
{
const struct pipe_sampler_state *samplers[] = {&ctx->sampler};
cso_set_samplers(ctx->cso, PIPE_SHADER_FRAGMENT, 1, samplers);
}
/* viewport */
ctx->viewport.scale[0] = 0.5f * dst->width;
ctx->viewport.scale[1] = 0.5f * dst->height;
ctx->viewport.scale[2] = 0.5f;
ctx->viewport.translate[0] = 0.5f * dst->width;
ctx->viewport.translate[1] = 0.5f * dst->height;
ctx->viewport.translate[2] = 0.5f;
cso_set_viewport(ctx->cso, &ctx->viewport);
/* texture */
cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &src_sampler_view);
/* shaders */
set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW,
src_sampler_view->format,
src_sampler_view->texture->target);
set_vertex_shader(ctx);
cso_set_tessctrl_shader_handle(ctx->cso, NULL);
cso_set_tesseval_shader_handle(ctx->cso, NULL);
cso_set_geometry_shader_handle(ctx->cso, NULL);
/* drawing dest */
memset(&fb, 0, sizeof(fb));
fb.width = dst->width;
fb.height = dst->height;
fb.nr_cbufs = 1;
fb.cbufs[0] = dst;
cso_set_framebuffer(ctx->cso, &fb);
/* draw quad */
offset = setup_vertex_data_tex(ctx,
src_sampler_view->texture->target,
src_face,
(float) dstX0 / dst->width * 2.0f - 1.0f,
(float) dstY0 / dst->height * 2.0f - 1.0f,
(float) dstX1 / dst->width * 2.0f - 1.0f,
(float) dstY1 / dst->height * 2.0f - 1.0f,
s0, t0, s1, t1,
z);
util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf,
cso_get_aux_vertex_buffer_slot(ctx->cso),
offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
/* restore state we changed */
cso_restore_state(ctx->cso);
}