Example #1
0
/**
 * Prepare the renderer for textured drawing.
 */
VGboolean renderer_drawtex_begin(struct renderer *renderer,
                                 struct pipe_sampler_view *src)
{
   assert(renderer->state == RENDERER_STATE_INIT);

   if (!renderer_can_support(renderer, src->texture, PIPE_BIND_SAMPLER_VIEW))
      return VG_FALSE;

   cso_save_blend(renderer->cso);
   cso_save_samplers(renderer->cso);
   cso_save_fragment_sampler_views(renderer->cso);
   cso_save_fragment_shader(renderer->cso);
   cso_save_vertex_shader(renderer->cso);

   renderer_set_blend(renderer, ~0);

   renderer_set_samplers(renderer, 1, &src);

   renderer_set_fs(renderer, RENDERER_FS_TEXTURE);
   renderer_set_vs(renderer, RENDERER_VS_TEXTURE);

   renderer_set_mvp(renderer, NULL);

   /* remember the texture size */
   renderer->u.drawtex.tex_width = src->texture->width0;
   renderer->u.drawtex.tex_height = src->texture->height0;
   renderer->state = RENDERER_STATE_DRAWTEX;

   return VG_TRUE;
}
Example #2
0
/**
 * Save all the CSO state items specified by the state_mask bitmask
 * of CSO_BIT_x flags.
 */
void
cso_save_state(struct cso_context *cso, unsigned state_mask)
{
    assert(cso->saved_state == 0);

    cso->saved_state = state_mask;

    if (state_mask & CSO_BIT_AUX_VERTEX_BUFFER_SLOT)
        cso_save_aux_vertex_buffer_slot(cso);
    if (state_mask & CSO_BIT_BLEND)
        cso_save_blend(cso);
    if (state_mask & CSO_BIT_DEPTH_STENCIL_ALPHA)
        cso_save_depth_stencil_alpha(cso);
    if (state_mask & CSO_BIT_FRAGMENT_SAMPLERS)
        cso_save_fragment_samplers(cso);
    if (state_mask & CSO_BIT_FRAGMENT_SAMPLER_VIEWS)
        cso_save_fragment_sampler_views(cso);
    if (state_mask & CSO_BIT_FRAGMENT_SHADER)
        cso_save_fragment_shader(cso);
    if (state_mask & CSO_BIT_FRAMEBUFFER)
        cso_save_framebuffer(cso);
    if (state_mask & CSO_BIT_GEOMETRY_SHADER)
        cso_save_geometry_shader(cso);
    if (state_mask & CSO_BIT_MIN_SAMPLES)
        cso_save_min_samples(cso);
    if (state_mask & CSO_BIT_RASTERIZER)
        cso_save_rasterizer(cso);
    if (state_mask & CSO_BIT_RENDER_CONDITION)
        cso_save_render_condition(cso);
    if (state_mask & CSO_BIT_SAMPLE_MASK)
        cso_save_sample_mask(cso);
    if (state_mask & CSO_BIT_STENCIL_REF)
        cso_save_stencil_ref(cso);
    if (state_mask & CSO_BIT_STREAM_OUTPUTS)
        cso_save_stream_outputs(cso);
    if (state_mask & CSO_BIT_TESSCTRL_SHADER)
        cso_save_tessctrl_shader(cso);
    if (state_mask & CSO_BIT_TESSEVAL_SHADER)
        cso_save_tesseval_shader(cso);
    if (state_mask & CSO_BIT_VERTEX_ELEMENTS)
        cso_save_vertex_elements(cso);
    if (state_mask & CSO_BIT_VERTEX_SHADER)
        cso_save_vertex_shader(cso);
    if (state_mask & CSO_BIT_VIEWPORT)
        cso_save_viewport(cso);
    if (state_mask & CSO_BIT_PAUSE_QUERIES)
        cso->pipe->set_active_query_state(cso->pipe, false);
}
Example #3
0
/**
 * Prepare the renderer for copying.
 */
VGboolean renderer_copy_begin(struct renderer *renderer,
                              struct pipe_surface *dst,
                              VGboolean y0_top,
                              struct pipe_sampler_view *src)
{
   assert(renderer->state == RENDERER_STATE_INIT);

   /* sanity check */
   if (!renderer_can_support(renderer,
            dst->texture, PIPE_BIND_RENDER_TARGET) ||
       !renderer_can_support(renderer,
          src->texture, PIPE_BIND_SAMPLER_VIEW))
      return VG_FALSE;

   cso_save_framebuffer(renderer->cso);
   cso_save_viewport(renderer->cso);
   cso_save_blend(renderer->cso);
   cso_save_samplers(renderer->cso);
   cso_save_fragment_sampler_views(renderer->cso);
   cso_save_fragment_shader(renderer->cso);
   cso_save_vertex_shader(renderer->cso);

   renderer_set_target(renderer, dst, NULL, y0_top);

   renderer_set_blend(renderer, ~0);
   renderer_set_samplers(renderer, 1, &src);

   renderer_set_fs(renderer, RENDERER_FS_TEXTURE);
   renderer_set_vs(renderer, RENDERER_VS_TEXTURE);

   renderer_set_mvp(renderer, NULL);

   /* remember the texture size */
   renderer->u.copy.tex_width = src->texture->width0;
   renderer->u.copy.tex_height = src->texture->height0;
   renderer->state = RENDERER_STATE_COPY;

   return VG_TRUE;
}
/**
 * Render a glBitmap by drawing a textured quad
 */
static void
draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
                 GLsizei width, GLsizei height,
                 struct pipe_sampler_view *sv,
                 const GLfloat *color)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   struct st_fp_variant *fpv;
   struct st_fp_variant_key key;
   GLuint maxSize;
   GLuint offset;
   struct pipe_resource *vbuf = NULL;

   memset(&key, 0, sizeof(key));
   key.st = st->has_shareable_shaders ? NULL : st;
   key.bitmap = GL_TRUE;
   key.clamp_color = st->clamp_frag_color_in_shader &&
                     st->ctx->Color._ClampFragmentColor;

   fpv = st_get_fp_variant(st, st->fp, &key);

   /* As an optimization, Mesa's fragment programs will sometimes get the
    * primary color from a statevar/constant rather than a varying variable.
    * when that's the case, we need to ensure that we use the 'color'
    * parameter and not the current attribute color (which may have changed
    * through glRasterPos and state validation.
    * So, we force the proper color here.  Not elegant, but it works.
    */
   {
      GLfloat colorSave[4];
      COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
      COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color);
      st_upload_constants(st, st->fp->Base.Base.Parameters,
                          PIPE_SHADER_FRAGMENT);
      COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave);
   }


   /* limit checks */
   /* XXX if the bitmap is larger than the max texture size, break
    * it up into chunks.
    */
   maxSize = 1 << (pipe->screen->get_param(pipe->screen,
                                    PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
   assert(width <= (GLsizei)maxSize);
   assert(height <= (GLsizei)maxSize);

   cso_save_rasterizer(cso);
   cso_save_fragment_samplers(cso);
   cso_save_fragment_sampler_views(cso);
   cso_save_viewport(cso);
   cso_save_fragment_shader(cso);
   cso_save_stream_outputs(cso);
   cso_save_vertex_shader(cso);
   cso_save_tessctrl_shader(cso);
   cso_save_tesseval_shader(cso);
   cso_save_geometry_shader(cso);
   cso_save_vertex_elements(cso);
   cso_save_aux_vertex_buffer_slot(cso);

   /* rasterizer state: just scissor */
   st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1;
   cso_set_rasterizer(cso, &st->bitmap.rasterizer);

   /* fragment shader state: TEX lookup program */
   cso_set_fragment_shader_handle(cso, fpv->driver_shader);

   /* vertex shader state: position + texcoord pass-through */
   cso_set_vertex_shader_handle(cso, st->bitmap.vs);

   /* disable other shaders */
   cso_set_tessctrl_shader_handle(cso, NULL);
   cso_set_tesseval_shader_handle(cso, NULL);
   cso_set_geometry_shader_handle(cso, NULL);

   /* user samplers, plus our bitmap sampler */
   {
      struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
      uint num = MAX2(fpv->bitmap_sampler + 1,
                      st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
      uint i;
      for (i = 0; i < st->state.num_samplers[PIPE_SHADER_FRAGMENT]; i++) {
         samplers[i] = &st->state.samplers[PIPE_SHADER_FRAGMENT][i];
      }
      samplers[fpv->bitmap_sampler] =
         &st->bitmap.samplers[sv->texture->target != PIPE_TEXTURE_RECT];
      cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num,
                       (const struct pipe_sampler_state **) samplers);
   }

   /* user textures, plus the bitmap texture */
   {
      struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
      uint num = MAX2(fpv->bitmap_sampler + 1,
                      st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
      memcpy(sampler_views, st->state.sampler_views[PIPE_SHADER_FRAGMENT],
             sizeof(sampler_views));
      sampler_views[fpv->bitmap_sampler] = sv;
      cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
   }

   /* viewport state: viewport matching window dims */
   {
      const GLboolean invert = st->state.fb_orientation == Y_0_TOP;
      const GLfloat width = (GLfloat)st->state.framebuffer.width;
      const GLfloat height = (GLfloat)st->state.framebuffer.height;
      struct pipe_viewport_state vp;
      vp.scale[0] =  0.5f * width;
      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
      vp.scale[2] = 0.5f;
      vp.translate[0] = 0.5f * width;
      vp.translate[1] = 0.5f * height;
      vp.translate[2] = 0.5f;
      cso_set_viewport(cso, &vp);
   }

   cso_set_vertex_elements(cso, 3, st->velems_util_draw);
   cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);

   /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
   z = z * 2.0f - 1.0f;

   /* draw textured quad */
   setup_bitmap_vertex_data(st, sv->texture->target != PIPE_TEXTURE_RECT,
			    x, y, width, height, z, color, &vbuf, &offset);

   if (vbuf) {
      util_draw_vertex_buffer(pipe, st->cso_context, vbuf,
                              cso_get_aux_vertex_buffer_slot(st->cso_context),
                              offset,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              3); /* attribs/vert */
   }

   /* restore state */
   cso_restore_rasterizer(cso);
   cso_restore_fragment_samplers(cso);
   cso_restore_fragment_sampler_views(cso);
   cso_restore_viewport(cso);
   cso_restore_fragment_shader(cso);
   cso_restore_vertex_shader(cso);
   cso_restore_tessctrl_shader(cso);
   cso_restore_tesseval_shader(cso);
   cso_restore_geometry_shader(cso);
   cso_restore_vertex_elements(cso);
   cso_restore_aux_vertex_buffer_slot(cso);
   cso_restore_stream_outputs(cso);

   pipe_resource_reference(&vbuf, NULL);

   /* We uploaded modified constants, need to invalidate them. */
   st->dirty.mesa |= _NEW_PROGRAM_CONSTANTS;
}
Example #5
0
static void
draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
                   GLsizei width, GLsizei height,
                   GLfloat zoomX, GLfloat zoomY,
                   struct pipe_sampler_view **sv,
                   int num_sampler_view,
                   void *driver_vp,
                   void *driver_fp,
                   const GLfloat *color,
                   GLboolean invertTex,
                   GLboolean write_depth, GLboolean write_stencil)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   GLfloat x0, y0, x1, y1;
   GLsizei maxSize;
   boolean normalized = sv[0]->texture->target != PIPE_TEXTURE_RECT;

   /* limit checks */
   /* XXX if DrawPixels image is larger than max texture size, break
    * it up into chunks.
    */
   maxSize = 1 << (pipe->screen->get_param(pipe->screen,
                                        PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
   assert(width <= maxSize);
   assert(height <= maxSize);

   cso_save_rasterizer(cso);
   cso_save_viewport(cso);
   cso_save_samplers(cso);
   cso_save_fragment_sampler_views(cso);
   cso_save_fragment_shader(cso);
   cso_save_vertex_shader(cso);
   cso_save_vertex_elements(cso);
   cso_save_vertex_buffers(cso);
   if (write_stencil) {
      cso_save_depth_stencil_alpha(cso);
      cso_save_blend(cso);
   }

   /* rasterizer state: just scissor */
   {
      struct pipe_rasterizer_state rasterizer;
      memset(&rasterizer, 0, sizeof(rasterizer));
      rasterizer.clamp_fragment_color = ctx->Color._ClampFragmentColor;
      rasterizer.gl_rasterization_rules = 1;
      rasterizer.scissor = ctx->Scissor.Enabled;
      cso_set_rasterizer(cso, &rasterizer);
   }

   if (write_stencil) {
      /* Stencil writing bypasses the normal fragment pipeline to
       * disable color writing and set stencil test to always pass.
       */
      struct pipe_depth_stencil_alpha_state dsa;
      struct pipe_blend_state blend;

      /* depth/stencil */
      memset(&dsa, 0, sizeof(dsa));
      dsa.stencil[0].enabled = 1;
      dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
      dsa.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
      dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
      if (write_depth) {
         /* writing depth+stencil: depth test always passes */
         dsa.depth.enabled = 1;
         dsa.depth.writemask = ctx->Depth.Mask;
         dsa.depth.func = PIPE_FUNC_ALWAYS;
      }
      cso_set_depth_stencil_alpha(cso, &dsa);

      /* blend (colormask) */
      memset(&blend, 0, sizeof(blend));
      cso_set_blend(cso, &blend);
   }

   /* fragment shader state: TEX lookup program */
   cso_set_fragment_shader_handle(cso, driver_fp);

   /* vertex shader state: position + texcoord pass-through */
   cso_set_vertex_shader_handle(cso, driver_vp);


   /* texture sampling state: */
   {
      struct pipe_sampler_state sampler;
      memset(&sampler, 0, sizeof(sampler));
      sampler.wrap_s = PIPE_TEX_WRAP_CLAMP;
      sampler.wrap_t = PIPE_TEX_WRAP_CLAMP;
      sampler.wrap_r = PIPE_TEX_WRAP_CLAMP;
      sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
      sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.normalized_coords = normalized;

      cso_single_sampler(cso, 0, &sampler);
      if (num_sampler_view > 1) {
         cso_single_sampler(cso, 1, &sampler);
      }
      cso_single_sampler_done(cso);
   }

   /* viewport state: viewport matching window dims */
   {
      const float w = (float) ctx->DrawBuffer->Width;
      const float h = (float) ctx->DrawBuffer->Height;
      struct pipe_viewport_state vp;
      vp.scale[0] =  0.5f * w;
      vp.scale[1] = -0.5f * h;
      vp.scale[2] = 0.5f;
      vp.scale[3] = 1.0f;
      vp.translate[0] = 0.5f * w;
      vp.translate[1] = 0.5f * h;
      vp.translate[2] = 0.5f;
      vp.translate[3] = 0.0f;
      cso_set_viewport(cso, &vp);
   }

   cso_set_vertex_elements(cso, 3, st->velems_util_draw);

   /* texture state: */
   cso_set_fragment_sampler_views(cso, num_sampler_view, sv);

   /* Compute Gallium window coords (y=0=top) with pixel zoom.
    * Recall that these coords are transformed by the current
    * vertex shader and viewport transformation.
    */
   if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) {
      y = ctx->DrawBuffer->Height - (int) (y + height * ctx->Pixel.ZoomY);
      invertTex = !invertTex;
   }

   x0 = (GLfloat) x;
   x1 = x + width * ctx->Pixel.ZoomX;
   y0 = (GLfloat) y;
   y1 = y + height * ctx->Pixel.ZoomY;

   /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
   z = z * 2.0 - 1.0;

   draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex,
             normalized ? ((GLfloat) width / sv[0]->texture->width0) : (GLfloat)width,
             normalized ? ((GLfloat) height / sv[0]->texture->height0) : (GLfloat)height);

   /* restore state */
   cso_restore_rasterizer(cso);
   cso_restore_viewport(cso);
   cso_restore_samplers(cso);
   cso_restore_fragment_sampler_views(cso);
   cso_restore_fragment_shader(cso);
   cso_restore_vertex_shader(cso);
   cso_restore_vertex_elements(cso);
   cso_restore_vertex_buffers(cso);
   if (write_stencil) {
      cso_restore_depth_stencil_alpha(cso);
      cso_restore_blend(cso);
   }
}
Example #6
0
/**
 * Prepare the renderer for image filtering.
 */
VGboolean renderer_filter_begin(struct renderer *renderer,
                                struct pipe_resource *dst,
                                VGboolean y0_top,
                                VGbitfield channel_mask,
                                const struct pipe_sampler_state **samplers,
                                struct pipe_sampler_view **views,
                                VGint num_samplers,
                                void *fs,
                                const void *const_buffer,
                                VGint const_buffer_len)
{
   struct pipe_surface *surf, surf_tmpl;

   assert(renderer->state == RENDERER_STATE_INIT);

   if (!fs)
      return VG_FALSE;
   if (!renderer_can_support(renderer, dst, PIPE_BIND_RENDER_TARGET))
      return VG_FALSE;

   u_surface_default_template(&surf_tmpl, dst,
                              PIPE_BIND_RENDER_TARGET);
   surf = renderer->pipe->create_surface(renderer->pipe, dst, &surf_tmpl);
   if (!surf)
      return VG_FALSE;

   cso_save_framebuffer(renderer->cso);
   cso_save_viewport(renderer->cso);
   cso_save_blend(renderer->cso);

   /* set the image as the target */
   renderer_set_target(renderer, surf, NULL, y0_top);
   pipe_surface_reference(&surf, NULL);

   renderer_set_blend(renderer, channel_mask);

   if (num_samplers) {
      struct pipe_resource *tex;

      cso_save_samplers(renderer->cso);
      cso_save_fragment_sampler_views(renderer->cso);
      cso_save_fragment_shader(renderer->cso);
      cso_save_vertex_shader(renderer->cso);

      renderer_set_custom_fs(renderer, fs,
                             samplers, views, num_samplers,
                             const_buffer, const_buffer_len);
      renderer_set_vs(renderer, RENDERER_VS_TEXTURE);

      tex = views[0]->texture;
      renderer->u.filter.tex_width = tex->width0;
      renderer->u.filter.tex_height = tex->height0;
      renderer->u.filter.use_sampler = VG_TRUE;
   }
   else {
      cso_save_fragment_shader(renderer->cso);

      renderer_set_custom_fs(renderer, fs, NULL, NULL, 0,
                             const_buffer, const_buffer_len);

      renderer->u.filter.use_sampler = VG_FALSE;
   }

   renderer_set_mvp(renderer, NULL);

   renderer->state = RENDERER_STATE_FILTER;

   return VG_TRUE;
}
Example #7
0
File: u_blit.c Project: UIKit0/mesa
/**
 * Copy pixel block from src texture to dst surface.
 * The sampler view's first_level field indicates the source
 * mipmap level to use.
 * XXX need some 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,
                     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_MIPFILTER_NEAREST ||
          filter == PIPE_TEX_MIPFILTER_LINEAR);

   assert(tex);
   assert(tex->width0 != 0);
   assert(tex->height0 != 0);

   s0 = srcX0;
   s1 = srcX1;
   t0 = srcY0;
   t1 = 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_blend(ctx->cso);
   cso_save_depth_stencil_alpha(ctx->cso);
   cso_save_rasterizer(ctx->cso);
   cso_save_samplers(ctx->cso);
   cso_save_fragment_sampler_views(ctx->cso);
   cso_save_stream_outputs(ctx->cso);
   cso_save_viewport(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);
   cso_save_geometry_shader(ctx->cso);
   cso_save_vertex_elements(ctx->cso);
   cso_save_vertex_buffers(ctx->cso);

   /* 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_rasterizer(ctx->cso, &ctx->rasterizer);
   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
   cso_set_stream_outputs(ctx->cso, 0, NULL, 0);

   /* sampler */
   ctx->sampler.normalized_coords = normalized;
   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);

   /* 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.scale[3] = 1.0f;
   ctx->viewport.translate[0] = 0.5f * dst->width;
   ctx->viewport.translate[1] = 0.5f * dst->height;
   ctx->viewport.translate[2] = 0.5f;
   ctx->viewport.translate[3] = 0.0f;
   cso_set_viewport(ctx->cso, &ctx->viewport);

   /* texture */
   cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);

   /* shaders */
   set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW,
                       src_sampler_view->texture->target);
   set_vertex_shader(ctx);
   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,
                                  (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, offset,
                           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_fragment_sampler_views(ctx->cso);
   cso_restore_viewport(ctx->cso);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_geometry_shader(ctx->cso);
   cso_restore_vertex_elements(ctx->cso);
   cso_restore_vertex_buffers(ctx->cso);
   cso_restore_stream_outputs(ctx->cso);
}
Example #8
0
File: u_blit.c Project: UIKit0/mesa
/**
 * Copy pixel block from src surface to dst surface.
 * Overlapping regions are acceptable.
 * Flipping and stretching are supported.
 * \param filter  one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
 * \param writemask  controls which channels in the dest surface are sourced
 *                   from the src surface.  Disabled 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,
                 float z, uint filter,
                 uint writemask, uint zs_writemask)
{
   struct pipe_context *pipe = ctx->pipe;
   struct pipe_screen *screen = pipe->screen;
   enum pipe_format src_format, dst_format;
   struct pipe_sampler_view *sampler_view = NULL;
   struct pipe_sampler_view sv_templ;
   struct pipe_surface *dst_surface;
   struct pipe_framebuffer_state fb;
   const int srcW = abs(srcX1 - srcX0);
   const int srcH = abs(srcY1 - srcY0);
   unsigned offset;
   boolean overlap;
   float s0, t0, s1, t1;
   boolean normalized;
   boolean is_stencil, is_depth, blit_depth, blit_stencil;
   const struct util_format_description *src_desc =
         util_format_description(src_tex->format);

   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
          filter == PIPE_TEX_MIPFILTER_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->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 && (zs_writemask & BLIT_WRITEMASK_Z);
   blit_stencil = is_stencil && (zs_writemask & BLIT_WRITEMASK_STENCIL);

   assert((writemask && !zs_writemask && !is_depth && !is_stencil) ||
          (!writemask && (blit_depth || blit_stencil)));

   /*
    * Check for simple case:  no format conversion, no flipping, no stretching,
    * no overlapping.
    * Filter mode should not matter since there's no stretching.
    */
   if (formats_compatible(src_format, dst_format) &&
       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;
   }

   /* It's a mistake to call this function with a stencil format and
    * without shader stencil export. We don't do software fallbacks here.
    * Ignore stencil and only copy depth.
    */
   if (blit_stencil && !ctx->has_stencil_export) {
      blit_stencil = FALSE;

      if (!blit_depth)
         return;
   }

   if (dst_format == dst->format) {
      dst_surface = dst;
   } else {
      struct pipe_surface templ = *dst;
      templ.format = dst_format;
      dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
   }

   /* Create a temporary texture when src and dest alias.
    */
   if (src_tex == dst_surface->texture &&
       dst_surface->u.tex.level == src_level &&
       dst_surface->u.tex.first_layer == srcZ0) {
      /* Make a temporary texture which contains a copy of the source pixels.
       * Then we'll sample from the temporary texture.
       */
      struct pipe_resource texTemp;
      struct pipe_resource *tex;
      struct pipe_sampler_view sv_templ;
      struct pipe_box src_box;
      const int srcLeft = MIN2(srcX0, srcX1);
      const int srcTop = MIN2(srcY0, srcY1);

      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;
      }

      /* create temp texture */
      memset(&texTemp, 0, sizeof(texTemp));
      texTemp.target = ctx->internal_target;
      texTemp.format = src_format;
      texTemp.last_level = 0;
      texTemp.width0 = srcW;
      texTemp.height0 = srcH;
      texTemp.depth0 = 1;
      texTemp.array_size = 1;
      texTemp.bind = PIPE_BIND_SAMPLER_VIEW;

      tex = screen->resource_create(screen, &texTemp);
      if (!tex)
         return;

      src_box.x = srcLeft;
      src_box.y = srcTop;
      src_box.z = srcZ0;
      src_box.width = srcW;
      src_box.height = srcH;
      src_box.depth = 1;
      /* load temp texture */
      pipe->resource_copy_region(pipe,
                                 tex, 0, 0, 0, 0,  /* dest */
                                 src_tex, src_level, &src_box);

      normalized = tex->target != PIPE_TEXTURE_RECT;
      if(normalized) {
         s0 = 0.0f;
         s1 = 1.0f;
         t0 = 0.0f;
         t1 = 1.0f;
      }
      else {
         s0 = 0;
         s1 = srcW;
         t0 = 0;
         t1 = srcH;
      }

      u_sampler_view_default_template(&sv_templ, tex, tex->format);
      if (!blit_depth && blit_stencil) {
         /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
         sv_templ.format = util_format_stencil_only(tex->format);
         assert(sv_templ.format != PIPE_FORMAT_NONE);
      }
      sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);

      if (!sampler_view) {
         pipe_resource_reference(&tex, NULL);
         return;
      }
      pipe_resource_reference(&tex, NULL);
   }
   else {
      /* Directly sample from the source resource/texture */
      u_sampler_view_default_template(&sv_templ, src_tex, src_format);
      if (!blit_depth && blit_stencil) {
         /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
         sv_templ.format = util_format_stencil_only(src_format);
         assert(sv_templ.format != PIPE_FORMAT_NONE);
      }
      sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);

      if (!sampler_view) {
         return;
      }

      s0 = srcX0;
      s1 = srcX1;
      t0 = srcY0;
      t1 = srcY1;
      normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
      if(normalized)
      {
         s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
         s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
         t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
         t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
      }
   }

   assert(screen->is_format_supported(screen, sampler_view->format,
                     ctx->internal_target, sampler_view->texture->nr_samples,
                     PIPE_BIND_SAMPLER_VIEW));
   assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
                     dst_surface->texture->nr_samples,
                     is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL :
                                              PIPE_BIND_RENDER_TARGET));

   /* 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_fragment_sampler_views(ctx->cso);
   cso_save_stream_outputs(ctx->cso);
   cso_save_viewport(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);
   cso_save_geometry_shader(ctx->cso);
   cso_save_vertex_elements(ctx->cso);
   cso_save_vertex_buffers(ctx->cso);

   /* set misc state we care about */
   if (writemask)
      cso_set_blend(ctx->cso, &ctx->blend_write_color);
   else
      cso_set_blend(ctx->cso, &ctx->blend_keep_color);

   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
   cso_set_stream_outputs(ctx->cso, 0, NULL, 0);

   /* default sampler state */
   ctx->sampler.normalized_coords = normalized;
   ctx->sampler.min_img_filter = filter;
   ctx->sampler.mag_img_filter = filter;
   ctx->sampler.min_lod = src_level;
   ctx->sampler.max_lod = src_level;

   /* Depth stencil state, fragment shader and sampler setup depending on what
    * we blit.
    */
   if (blit_depth && blit_stencil) {
      cso_single_sampler(ctx->cso, 0, &ctx->sampler);
      /* don't filter stencil */
      ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      cso_single_sampler(ctx->cso, 1, &ctx->sampler);

      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil);
      set_depthstencil_fragment_shader(ctx, sampler_view->texture->target);
   }
   else if (blit_depth) {
      cso_single_sampler(ctx->cso, 0, &ctx->sampler);
      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth);
      set_depth_fragment_shader(ctx, sampler_view->texture->target);
   }
   else if (blit_stencil) {
      /* don't filter stencil */
      ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      cso_single_sampler(ctx->cso, 0, &ctx->sampler);

      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil);
      set_stencil_fragment_shader(ctx, sampler_view->texture->target);
   }
   else { /* color */
      cso_single_sampler(ctx->cso, 0, &ctx->sampler);
      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
      set_fragment_shader(ctx, writemask, sampler_view->texture->target);
   }
   cso_single_sampler_done(ctx->cso);

   /* textures */
   if (blit_depth && blit_stencil) {
      /* Setup two samplers, one for depth and the other one for stencil. */
      struct pipe_sampler_view templ;
      struct pipe_sampler_view *views[2];

      templ = *sampler_view;
      templ.format = util_format_stencil_only(templ.format);
      assert(templ.format != PIPE_FORMAT_NONE);

      views[0] = sampler_view;
      views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ);
      cso_set_fragment_sampler_views(ctx->cso, 2, views);

      pipe_sampler_view_reference(&views[1], NULL);
   }
   else {
      cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
   }

   /* viewport */
   ctx->viewport.scale[0] = 0.5f * dst_surface->width;
   ctx->viewport.scale[1] = 0.5f * dst_surface->height;
   ctx->viewport.scale[2] = 0.5f;
   ctx->viewport.scale[3] = 1.0f;
   ctx->viewport.translate[0] = 0.5f * dst_surface->width;
   ctx->viewport.translate[1] = 0.5f * dst_surface->height;
   ctx->viewport.translate[2] = 0.5f;
   ctx->viewport.translate[3] = 0.0f;
   cso_set_viewport(ctx->cso, &ctx->viewport);

   set_vertex_shader(ctx);
   cso_set_geometry_shader_handle(ctx->cso, NULL);

   /* drawing dest */
   memset(&fb, 0, sizeof(fb));
   fb.width = dst_surface->width;
   fb.height = dst_surface->height;
   if (blit_depth || blit_stencil) {
      fb.zsbuf = dst_surface;
   } else {
      fb.nr_cbufs = 1;
      fb.cbufs[0] = dst_surface;
   }
   cso_set_framebuffer(ctx->cso, &fb);

   /* draw quad */
   offset = setup_vertex_data_tex(ctx,
                                  (float) dstX0 / dst_surface->width * 2.0f - 1.0f,
                                  (float) dstY0 / dst_surface->height * 2.0f - 1.0f,
                                  (float) dstX1 / dst_surface->width * 2.0f - 1.0f,
                                  (float) dstY1 / dst_surface->height * 2.0f - 1.0f,
                                  s0, t0,
                                  s1, t1,
                                  z);

   if (ctx->vbuf) {
      util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset,
                              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_fragment_sampler_views(ctx->cso);
   cso_restore_viewport(ctx->cso);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_geometry_shader(ctx->cso);
   cso_restore_vertex_elements(ctx->cso);
   cso_restore_vertex_buffers(ctx->cso);
   cso_restore_stream_outputs(ctx->cso);

   pipe_sampler_view_reference(&sampler_view, NULL);
   if (dst_surface != dst)
      pipe_surface_reference(&dst_surface, NULL);
}