Esempio n. 1
0
/* Copy mipmap image between textures
 */
void
st_texture_image_copy(struct pipe_context *pipe,
                      struct pipe_texture *dst, GLuint dstLevel,
                      struct pipe_texture *src,
                      GLuint face)
{
   struct pipe_screen *screen = pipe->screen;
   GLuint width = dst->width[dstLevel];
   GLuint height = dst->height[dstLevel];
   GLuint depth = dst->depth[dstLevel];
   struct pipe_surface *src_surface;
   struct pipe_surface *dst_surface;
   GLuint i;

   for (i = 0; i < depth; i++) {
      GLuint srcLevel;

      /* find src texture level of needed size */
      for (srcLevel = 0; srcLevel <= src->last_level; srcLevel++) {
         if (src->width[srcLevel] == width &&
             src->height[srcLevel] == height) {
            break;
         }
      }
      assert(src->width[srcLevel] == width);
      assert(src->height[srcLevel] == height);

#if 0
      {
         src_surface = screen->get_tex_surface(screen, src, face, srcLevel, i,
                                               PIPE_BUFFER_USAGE_CPU_READ);
         ubyte *map = screen->surface_map(screen, src_surface, PIPE_BUFFER_USAGE_CPU_READ);
         map += src_surface->width * src_surface->height * 4 / 2;
         printf("%s center pixel: %d %d %d %d (pt %p[%d] -> %p[%d])\n",
                __FUNCTION__,
                map[0], map[1], map[2], map[3],
                src, srcLevel, dst, dstLevel);

         screen->surface_unmap(screen, src_surface);
         pipe_surface_reference(&src_surface, NULL);
      }
#endif

      dst_surface = screen->get_tex_surface(screen, dst, face, dstLevel, i,
                                            PIPE_BUFFER_USAGE_GPU_WRITE);

      src_surface = screen->get_tex_surface(screen, src, face, srcLevel, i,
                                            PIPE_BUFFER_USAGE_GPU_READ);

      if (pipe->surface_copy) {
         pipe->surface_copy(pipe,
			    dst_surface,
			    0, 0, /* destX, Y */
			    src_surface,
			    0, 0, /* srcX, Y */
			    width, height);
      } else {
         util_surface_copy(pipe, FALSE,
			   dst_surface,
			   0, 0, /* destX, Y */
			   src_surface,
			   0, 0, /* srcX, Y */
			   width, height);
      }

      pipe_surface_reference(&src_surface, NULL);
      pipe_surface_reference(&dst_surface, NULL);
   }
}
Esempio n. 2
0
struct pipe_texture *
renderer_clone_texture(struct xorg_renderer *r,
                       struct pipe_texture *src)
{
   enum pipe_format format;
   struct pipe_context *pipe = r->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct pipe_texture *pt;
   struct pipe_texture templ;

   if (pipe->is_texture_referenced(pipe, src, 0, 0) &
       PIPE_REFERENCED_FOR_WRITE)
      pipe->flush(pipe, PIPE_FLUSH_RENDER_CACHE, NULL);

   /* the coming in texture should already have that invariance */
   debug_assert(screen->is_format_supported(screen, src->format,
                                            PIPE_TEXTURE_2D,
                                            PIPE_TEXTURE_USAGE_SAMPLER, 0));

   format = src->format;

   memset(&templ, 0, sizeof(templ));
   templ.target = PIPE_TEXTURE_2D;
   templ.format = format;
   templ.last_level = 0;
   templ.width[0] = src->width[0];
   templ.height[0] = src->height[0];
   templ.depth[0] = 1;
   pf_get_block(format, &templ.block);
   templ.tex_usage = PIPE_TEXTURE_USAGE_SAMPLER;

   pt = screen->texture_create(screen, &templ);

   debug_assert(!pt || pipe_is_referenced(&pt->reference));

   if (!pt)
      return NULL;

   {
      /* copy source framebuffer surface into texture */
      struct pipe_surface *ps_read = screen->get_tex_surface(
         screen, src, 0, 0, 0, PIPE_BUFFER_USAGE_GPU_READ);
      struct pipe_surface *ps_tex = screen->get_tex_surface(
         screen, pt, 0, 0, 0, PIPE_BUFFER_USAGE_GPU_WRITE );
      if (pipe->surface_copy) {
         pipe->surface_copy(pipe,
                ps_tex, /* dest */
                0, 0, /* destx/y */
                ps_read,
                0, 0, src->width[0], src->height[0]);
      } else {
          util_surface_copy(pipe, FALSE,
                ps_tex, /* dest */
                0, 0, /* destx/y */
                ps_read,
                0, 0, src->width[0], src->height[0]);
      }
      pipe_surface_reference(&ps_read, NULL);
      pipe_surface_reference(&ps_tex, NULL);
   }

   return pt;
}
Esempio n. 3
0
void renderer_copy_surface(struct renderer *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, unsigned filter)
{
   struct pipe_context *pipe = ctx->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct pipe_buffer *buf;
   struct pipe_texture texTemp, *tex;
   struct pipe_surface *texSurf;
   struct pipe_framebuffer_state fb;
   struct st_framebuffer *stfb = ctx->owner->draw_buffer;
   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;
   }

   assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));

   /*
    * 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.width0 = srcW;
   texTemp.height0 = srcH;
   texTemp.depth0 = 1;

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

   texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
                                     PIPE_BUFFER_USAGE_GPU_WRITE);

   /* load temp texture */
   if (pipe->surface_copy) {
      pipe->surface_copy(pipe,
                         texSurf, 0, 0,   /* dest */
                         src, srcLeft, srcTop, /* src */
                         srcW, srcH);     /* size */
   } else {
      util_surface_copy(pipe, FALSE,
                        texSurf, 0, 0,   /* dest */
                        src, srcLeft, srcTop, /* src */
                        srcW, srcH);     /* size */
   }

   /* free the surface, update the texture if necessary.*/
   screen->tex_surface_destroy(texSurf);

   /* save state (restored below) */
   cso_save_blend(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 */
   {
      struct pipe_blend_state blend;
      memset(&blend, 0, sizeof(blend));
      blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.rt[0].colormask = PIPE_MASK_RGBA;
      cso_set_blend(ctx->cso, &blend);
   }

   vg_set_viewport(ctx->owner, VEGA_Y0_TOP);

   /* sampler */
   {
      struct pipe_sampler_state sampler;
      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_FILTER_NEAREST;
      sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.normalized_coords = 1;
      cso_single_sampler(ctx->cso, 0, &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, vg_texture_vs(ctx->owner));

   /* drawing dest */
   if (stfb->strb->surface != dst) {
      memset(&fb, 0, sizeof(fb));
      fb.width = dst->width;
      fb.height = dst->height;
      fb.nr_cbufs = 1;
      fb.cbufs[0] = dst;
      fb.zsbuf = stfb->dsrb->surface;
      cso_set_framebuffer(ctx->cso, &fb);
   }

   /* draw quad */
   buf = setup_vertex_data(ctx,
                           (float) dstX0, (float) dstY0,
                           (float) dstX1, (float) dstY1, z);

   if (buf) {
      util_draw_vertex_buffer(ctx->pipe, buf, 0,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              2); /* attribs/vert */

      pipe_buffer_reference( &buf,
                             NULL );
   }


   /* restore state we changed */
   cso_restore_blend(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);

   pipe_texture_reference(&tex, NULL);
}
Esempio n. 4
0
static void setup_new_alpha_mask(struct vg_context *ctx,
                                 struct st_framebuffer *stfb,
                                 uint width, uint height)
{
   struct pipe_context *pipe = ctx->pipe;
   struct pipe_texture *old_texture = stfb->alpha_mask;

   /*
     we use PIPE_FORMAT_A8R8G8B8_UNORM because we want to render to
     this texture and use it as a sampler, so while this wastes some
     space it makes both of those a lot simpler
   */
   stfb->alpha_mask =
      create_texture(pipe, PIPE_FORMAT_A8R8G8B8_UNORM, width, height);

   if (!stfb->alpha_mask) {
      if (old_texture)
         pipe_texture_reference(&old_texture, NULL);
      return;
   }

   vg_validate_state(ctx);

   /* alpha mask starts with 1.f alpha */
   mask_fill(0, 0, width, height, 1.f);

   /* if we had an old surface copy it over */
   if (old_texture) {
      struct pipe_surface *surface = pipe->screen->get_tex_surface(
         pipe->screen,
         stfb->alpha_mask,
         0, 0, 0,
         PIPE_BUFFER_USAGE_GPU_WRITE);
      struct pipe_surface *old_surface = pipe->screen->get_tex_surface(
         pipe->screen,
         old_texture,
         0, 0, 0,
         PIPE_BUFFER_USAGE_GPU_READ);
      if (pipe->surface_copy) {
         pipe->surface_copy(pipe,
                            surface,
                            0, 0,
                            old_surface,
                            0, 0,
                            MIN2(old_surface->width, width),
                            MIN2(old_surface->height, height));
      } else {
         util_surface_copy(pipe, FALSE,
                           surface,
                           0, 0,
                           old_surface,
                           0, 0,
                           MIN2(old_surface->width, width),
                           MIN2(old_surface->height, height));
      }
      if (surface)
         pipe_surface_reference(&surface, NULL);
      if (old_surface)
         pipe_surface_reference(&old_surface, NULL);
   }

   /* Free the old texture
    */
   if (old_texture)
      pipe_texture_reference(&old_texture, NULL);
}