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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"
struct blit_state
{
struct pipe_context *pipe;
void *blend;
void *depthstencil;
void *rasterizer;
void *samplers[2]; /* one for linear, one for nearest sampling */
/*struct pipe_viewport_state viewport;*/
struct pipe_sampler_state *vs;
struct pipe_sampler_state *fs;
};
/**
* 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 pipe_blend_state blend;
struct pipe_depth_stencil_alpha_state depthstencil;
struct pipe_rasterizer_state rasterizer;
struct blit_state *ctx;
struct pipe_sampler_state sampler;
ctx = CALLOC_STRUCT(blit_state);
if (!ctx)
return NULL;
ctx->pipe = pipe;
/* we don't use blending, but need to set valid values */
memset(&blend, 0, sizeof(blend));
blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend.colormask = PIPE_MASK_RGBA;
ctx->blend = pipe->create_blend_state(pipe, &blend);
/* depth/stencil/alpha */
memset(&depthstencil, 0, sizeof(depthstencil));
ctx->depthstencil = pipe->create_depth_stencil_alpha_state(pipe, &depthstencil);
/* rasterizer */
memset(&rasterizer, 0, sizeof(rasterizer));
rasterizer.front_winding = PIPE_WINDING_CW;
rasterizer.cull_mode = PIPE_WINDING_NONE;
rasterizer.bypass_clipping = 1; /* bypasses viewport too */
/*rasterizer.bypass_vs = 1;*/
ctx->rasterizer = pipe->create_rasterizer_state(pipe, &rasterizer);
/* samplers */
memset(&sampler, 0, sizeof(sampler));
sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
sampler.normalized_coords = 1;
ctx->samplers[0] = pipe->create_sampler_state(pipe, &sampler);
sampler.min_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
sampler.mag_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
ctx->samplers[1] = pipe->create_sampler_state(pipe, &sampler);
#if 0
/* viewport */
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;
#endif
/* 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);
}
/* fragment shader */
ctx->fs = util_make_fragment_tex_shader(pipe);
return ctx;
}
/**
* Destroy a blit context
*/
void
util_destroy_blit(struct blit_state *ctx)
{
struct pipe_context *pipe = ctx->pipe;
pipe->delete_blend_state(pipe, ctx->blend);
pipe->delete_depth_stencil_alpha_state(pipe, ctx->depthstencil);
pipe->delete_rasterizer_state(pipe, ctx->rasterizer);
pipe->delete_sampler_state(pipe, ctx->samplers[0]);
pipe->delete_sampler_state(pipe, ctx->samplers[1]);
pipe->delete_vs_state(pipe, ctx->vs);
pipe->delete_fs_state(pipe, ctx->fs);
FREE(ctx);
}
/**
* 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 */
/* drawing dest */
memset(&fb, 0, sizeof(fb));
fb.num_cbufs = 1;
fb.cbufs[0] = dst;
pipe->set_framebuffer_state(pipe, &fb);
/* sampler */
if (filter == PIPE_TEX_MIPFILTER_NEAREST)
pipe->bind_sampler_states(pipe, 1, &ctx->samplers[0]);
else
pipe->bind_sampler_states(pipe, 1, &ctx->samplers[1]);
/* texture */
pipe->set_sampler_textures(pipe, 1, &tex);
/* shaders */
pipe->bind_fs_state(pipe, ctx->fs);
pipe->bind_vs_state(pipe, ctx->vs);
/* misc state */
pipe->bind_blend_state(pipe, ctx->blend);
pipe->bind_depth_stencil_alpha_state(pipe, ctx->depthstencil);
pipe->bind_rasterizer_state(pipe, ctx->rasterizer);
/* draw quad */
util_draw_texquad(pipe, dstX0, dstY0, dstX1, dstY1, z);
/* unbind */
pipe->set_sampler_textures(pipe, 0, NULL);
pipe->bind_sampler_states(pipe, 0, NULL);
/* free stuff */
pipe_surface_reference(&texSurf, NULL);
screen->texture_release(screen, &tex);
/* Note: caller must restore pipe/gallium state at this time */
}
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