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/**************************************************************************
*
* Copyright 2008 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.
*
**************************************************************************/
/**
* @file
* Copy/blit pixel rect between surfaces
*
* @author Brian Paul
*/
#include "pipe/p_context.h"
#include "pipe/p_debug.h"
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "pipe/p_util.h"
#include "pipe/p_winsys.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_draw_quad.h"
#include "util/u_blit.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;
struct pipe_depth_stencil_alpha_state depthstencil;
struct pipe_rasterizer_state rasterizer;
struct pipe_sampler_state sampler;
struct pipe_viewport_state viewport;
struct pipe_shader_state vert_shader;
struct pipe_shader_state frag_shader;
void *vs;
void *fs;
struct pipe_buffer *vbuf; /**< quad vertices */
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 */
memset(&ctx->blend, 0, sizeof(ctx->blend));
ctx->blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
ctx->blend.colormask = PIPE_MASK_RGBA;
/* no-op depth/stencil/alpha */
memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
/* rasterizer */
memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
ctx->rasterizer.front_winding = PIPE_WINDING_CW;
ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
ctx->rasterizer.bypass_clipping = 1;
/*ctx->rasterizer.bypass_vs = 1;*/
/* samplers */
memset(&ctx->sampler, 0, sizeof(ctx->sampler));
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 */
ctx->sampler.normalized_coords = 1;
/* viewport (identity, we setup vertices in wincoords) */
ctx->viewport.scale[0] = 1.0;
ctx->viewport.scale[1] = 1.0;
ctx->viewport.scale[2] = 1.0;
ctx->viewport.scale[3] = 1.0;
ctx->viewport.translate[0] = 0.0;
ctx->viewport.translate[1] = 0.0;
ctx->viewport.translate[2] = 0.0;
ctx->viewport.translate[3] = 0.0;
/* vertex shader */
{
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_GENERIC };
const uint semantic_indexes[] = { 0, 0 };
ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
semantic_indexes,
&ctx->vert_shader);
}
/* fragment shader */
ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_shader);
ctx->vbuf = pipe->winsys->buffer_create(pipe->winsys,
32,
PIPE_BUFFER_USAGE_VERTEX,
sizeof(ctx->vertices));
if (!ctx->vbuf) {
FREE(ctx);
ctx->pipe->delete_fs_state(ctx->pipe, ctx->fs);
ctx->pipe->delete_vs_state(ctx->pipe, ctx->vs);
return 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][2] = 0.0f; /* r */
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;
pipe->delete_vs_state(pipe, ctx->vs);
pipe->delete_fs_state(pipe, ctx->fs);
FREE((void*) ctx->vert_shader.tokens);
FREE((void*) ctx->frag_shader.tokens);
pipe->winsys->buffer_destroy(pipe->winsys, ctx->vbuf);
FREE(ctx);
}
/**
* Setup vertex data for the textured quad we'll draw.
* Note: y=0=top
*/
static void
setup_vertex_data(struct blit_state *ctx,
float x0, float y0, float x1, float y1, float z)
{
void *buf;
ctx->vertices[0][0][0] = x0;
ctx->vertices[0][0][1] = y0;
ctx->vertices[0][0][2] = z;
ctx->vertices[0][1][0] = 0.0f; /*s*/
ctx->vertices[0][1][1] = 0.0f; /*t*/
ctx->vertices[1][0][0] = x1;
ctx->vertices[1][0][1] = y0;
ctx->vertices[1][0][2] = z;
ctx->vertices[1][1][0] = 1.0f; /*s*/
ctx->vertices[1][1][1] = 0.0f; /*t*/
ctx->vertices[2][0][0] = x1;
ctx->vertices[2][0][1] = y1;
ctx->vertices[2][0][2] = z;
ctx->vertices[2][1][0] = 1.0f;
ctx->vertices[2][1][1] = 1.0f;
ctx->vertices[3][0][0] = x0;
ctx->vertices[3][0][1] = y1;
ctx->vertices[3][0][2] = z;
ctx->vertices[3][1][0] = 0.0f;
ctx->vertices[3][1][1] = 1.0f;
buf = ctx->pipe->winsys->buffer_map(ctx->pipe->winsys, ctx->vbuf,
PIPE_BUFFER_USAGE_CPU_WRITE);
memcpy(buf, ctx->vertices, sizeof(ctx->vertices));
ctx->pipe->winsys->buffer_unmap(ctx->pipe->winsys, ctx->vbuf);
}
/**
* Copy pixel block from src surface to dst surface.
* Overlapping regions are acceptable.
* XXX need some control over blitting Z and/or stencil.
*/
void
util_blit_pixels(struct blit_state *ctx,
struct pipe_surface *src,
int srcX0, int srcY0,
int srcX1, int srcY1,
struct pipe_surface *dst,
int dstX0, int dstY0,
int dstX1, int dstY1,
float z, uint filter)
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_texture texTemp, *tex;
struct pipe_surface *texSurf;
struct pipe_framebuffer_state fb;
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
const int srcLeft = MIN2(srcX0, srcX1);
const int srcTop = MIN2(srcY0, srcY1);
assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
filter == PIPE_TEX_MIPFILTER_LINEAR);
if (srcLeft != srcX0) {
/* left-right flip */
int tmp = dstX0;
dstX0 = dstX1;
dstX1 = tmp;
}
if (srcTop != srcY0) {
/* up-down flip */
int tmp = dstY0;
dstY0 = dstY1;
dstY1 = tmp;
}
/*
* XXX for now we're always creating a temporary texture.
* Strictly speaking that's not always needed.
*/
/* create temp texture */
memset(&texTemp, 0, sizeof(texTemp));
texTemp.target = PIPE_TEXTURE_2D;
texTemp.format = src->format;
texTemp.last_level = 0;
texTemp.width[0] = srcW;
texTemp.height[0] = srcH;
texTemp.depth[0] = 1;
texTemp.compressed = 0;
texTemp.cpp = pf_get_bits(src->format) / 8;
tex = screen->texture_create(screen, &texTemp);
if (!tex)
return;
texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0);
/* load temp texture */
pipe->surface_copy(pipe, FALSE,
texSurf, 0, 0, /* dest */
src, srcLeft, srcTop, /* src */
srcW, srcH); /* size */
/* save state (restored below) */
cso_save_blend(ctx->cso);
cso_save_depth_stencil_alpha(ctx->cso);
cso_save_rasterizer(ctx->cso);
cso_save_samplers(ctx->cso);
cso_save_sampler_textures(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
cso_save_viewport(ctx->cso);
/* set misc state we care about */
cso_set_blend(ctx->cso, &ctx->blend);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
cso_set_viewport(ctx->cso, &ctx->viewport);
/* sampler */
ctx->sampler.min_img_filter = filter;
ctx->sampler.mag_img_filter = filter;
cso_single_sampler(ctx->cso, 0, &ctx->sampler);
cso_single_sampler_done(ctx->cso);
/* texture */
cso_set_sampler_textures(ctx->cso, 1, &tex);
/* shaders */
cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
/* drawing dest */
memset(&fb, 0, sizeof(fb));
fb.width = dst->width;
fb.height = dst->height;
fb.num_cbufs = 1;
fb.cbufs[0] = dst;
cso_set_framebuffer(ctx->cso, &fb);
/* draw quad */
setup_vertex_data(ctx,
(float) dstX0, (float) dstY0,
(float) dstX1, (float) dstY1, z);
util_draw_vertex_buffer(ctx->pipe, ctx->vbuf,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
/* restore state we changed */
cso_restore_blend(ctx->cso);
cso_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
cso_restore_samplers(ctx->cso);
cso_restore_sampler_textures(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
cso_restore_viewport(ctx->cso);
/* free the texture */
pipe_surface_reference(&texSurf, NULL);
screen->texture_release(screen, &tex);
}
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