• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /**************************************************************************
2  *
3  * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28 /**
29  * @file
30  * Copy/blit pixel rect between surfaces
31  *
32  * @author Brian Paul
33  */
34 
35 
36 #include "pipe/p_context.h"
37 #include "util/u_debug.h"
38 #include "pipe/p_defines.h"
39 #include "util/u_inlines.h"
40 #include "pipe/p_shader_tokens.h"
41 #include "pipe/p_state.h"
42 
43 #include "util/u_blit.h"
44 #include "util/u_draw_quad.h"
45 #include "util/u_format.h"
46 #include "util/u_math.h"
47 #include "util/u_memory.h"
48 #include "util/u_sampler.h"
49 #include "util/u_simple_shaders.h"
50 
51 #include "cso_cache/cso_context.h"
52 
53 
54 struct blit_state
55 {
56    struct pipe_context *pipe;
57    struct cso_context *cso;
58 
59    struct pipe_blend_state blend_write_color, blend_keep_color;
60    struct pipe_depth_stencil_alpha_state dsa_keep_depthstencil;
61    struct pipe_depth_stencil_alpha_state dsa_write_depthstencil;
62    struct pipe_depth_stencil_alpha_state dsa_write_depth;
63    struct pipe_depth_stencil_alpha_state dsa_write_stencil;
64    struct pipe_rasterizer_state rasterizer;
65    struct pipe_sampler_state sampler;
66    struct pipe_viewport_state viewport;
67    struct pipe_vertex_element velem[2];
68    enum pipe_texture_target internal_target;
69 
70    void *vs;
71    void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1];
72    void *fs_depthstencil[PIPE_MAX_TEXTURE_TYPES];
73    void *fs_depth[PIPE_MAX_TEXTURE_TYPES];
74    void *fs_stencil[PIPE_MAX_TEXTURE_TYPES];
75 
76    struct pipe_resource *vbuf;  /**< quad vertices */
77    unsigned vbuf_slot;
78 
79    float vertices[4][2][4];   /**< vertex/texcoords for quad */
80 
81    boolean has_stencil_export;
82 };
83 
84 
85 /**
86  * Create state object for blit.
87  * Intended to be created once and re-used for many blit() calls.
88  */
89 struct blit_state *
util_create_blit(struct pipe_context * pipe,struct cso_context * cso)90 util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
91 {
92    struct blit_state *ctx;
93    uint i;
94 
95    ctx = CALLOC_STRUCT(blit_state);
96    if (!ctx)
97       return NULL;
98 
99    ctx->pipe = pipe;
100    ctx->cso = cso;
101 
102    /* disabled blending/masking */
103    ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA;
104 
105    /* depth stencil states */
106    ctx->dsa_write_depth.depth.enabled = 1;
107    ctx->dsa_write_depth.depth.writemask = 1;
108    ctx->dsa_write_depth.depth.func = PIPE_FUNC_ALWAYS;
109    ctx->dsa_write_stencil.stencil[0].enabled = 1;
110    ctx->dsa_write_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
111    ctx->dsa_write_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
112    ctx->dsa_write_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
113    ctx->dsa_write_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
114    ctx->dsa_write_stencil.stencil[0].valuemask = 0xff;
115    ctx->dsa_write_stencil.stencil[0].writemask = 0xff;
116    ctx->dsa_write_depthstencil.depth = ctx->dsa_write_depth.depth;
117    ctx->dsa_write_depthstencil.stencil[0] = ctx->dsa_write_stencil.stencil[0];
118 
119    /* rasterizer */
120    ctx->rasterizer.cull_face = PIPE_FACE_NONE;
121    ctx->rasterizer.gl_rasterization_rules = 1;
122    ctx->rasterizer.depth_clip = 1;
123 
124    /* samplers */
125    ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
126    ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
127    ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
128    ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
129    ctx->sampler.min_img_filter = 0; /* set later */
130    ctx->sampler.mag_img_filter = 0; /* set later */
131 
132    /* vertex elements state */
133    for (i = 0; i < 2; i++) {
134       ctx->velem[i].src_offset = i * 4 * sizeof(float);
135       ctx->velem[i].instance_divisor = 0;
136       ctx->velem[i].vertex_buffer_index = 0;
137       ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
138    }
139 
140    ctx->vbuf = NULL;
141 
142    /* init vertex data that doesn't change */
143    for (i = 0; i < 4; i++) {
144       ctx->vertices[i][0][3] = 1.0f; /* w */
145       ctx->vertices[i][1][2] = 0.0f; /* r */
146       ctx->vertices[i][1][3] = 1.0f; /* q */
147    }
148 
149    if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
150       ctx->internal_target = PIPE_TEXTURE_2D;
151    else
152       ctx->internal_target = PIPE_TEXTURE_RECT;
153 
154    ctx->has_stencil_export =
155       pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
156 
157    return ctx;
158 }
159 
160 
161 /**
162  * Destroy a blit context
163  */
164 void
util_destroy_blit(struct blit_state * ctx)165 util_destroy_blit(struct blit_state *ctx)
166 {
167    struct pipe_context *pipe = ctx->pipe;
168    unsigned i, j;
169 
170    if (ctx->vs)
171       pipe->delete_vs_state(pipe, ctx->vs);
172 
173    for (i = 0; i < Elements(ctx->fs); i++) {
174       for (j = 0; j < Elements(ctx->fs[i]); j++) {
175          if (ctx->fs[i][j])
176             pipe->delete_fs_state(pipe, ctx->fs[i][j]);
177       }
178    }
179 
180    for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) {
181       if (ctx->fs_depthstencil[i]) {
182          pipe->delete_fs_state(pipe, ctx->fs_depthstencil[i]);
183       }
184       if (ctx->fs_depth[i]) {
185          pipe->delete_fs_state(pipe, ctx->fs_depth[i]);
186       }
187       if (ctx->fs_stencil[i]) {
188          pipe->delete_fs_state(pipe, ctx->fs_stencil[i]);
189       }
190    }
191 
192    pipe_resource_reference(&ctx->vbuf, NULL);
193 
194    FREE(ctx);
195 }
196 
197 
198 /**
199  * Helper function to set the fragment shaders.
200  */
201 static INLINE void
set_fragment_shader(struct blit_state * ctx,uint writemask,enum pipe_texture_target pipe_tex)202 set_fragment_shader(struct blit_state *ctx, uint writemask,
203                     enum pipe_texture_target pipe_tex)
204 {
205    if (!ctx->fs[pipe_tex][writemask]) {
206       unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
207 
208       ctx->fs[pipe_tex][writemask] =
209          util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex,
210                                                  TGSI_INTERPOLATE_LINEAR,
211                                                  writemask);
212    }
213 
214    cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask]);
215 }
216 
217 
218 /**
219  * Helper function to set the shader which writes depth and stencil.
220  */
221 static INLINE void
set_depthstencil_fragment_shader(struct blit_state * ctx,enum pipe_texture_target pipe_tex)222 set_depthstencil_fragment_shader(struct blit_state *ctx,
223                                  enum pipe_texture_target pipe_tex)
224 {
225    if (!ctx->fs_depthstencil[pipe_tex]) {
226       unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
227 
228       ctx->fs_depthstencil[pipe_tex] =
229          util_make_fragment_tex_shader_writedepthstencil(ctx->pipe, tgsi_tex,
230                                                   TGSI_INTERPOLATE_LINEAR);
231    }
232 
233    cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depthstencil[pipe_tex]);
234 }
235 
236 
237 /**
238  * Helper function to set the shader which writes depth.
239  */
240 static INLINE void
set_depth_fragment_shader(struct blit_state * ctx,enum pipe_texture_target pipe_tex)241 set_depth_fragment_shader(struct blit_state *ctx,
242                           enum pipe_texture_target pipe_tex)
243 {
244    if (!ctx->fs_depth[pipe_tex]) {
245       unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
246 
247       ctx->fs_depth[pipe_tex] =
248          util_make_fragment_tex_shader_writedepth(ctx->pipe, tgsi_tex,
249                                                   TGSI_INTERPOLATE_LINEAR);
250    }
251 
252    cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth[pipe_tex]);
253 }
254 
255 
256 /**
257  * Helper function to set the shader which writes stencil.
258  */
259 static INLINE void
set_stencil_fragment_shader(struct blit_state * ctx,enum pipe_texture_target pipe_tex)260 set_stencil_fragment_shader(struct blit_state *ctx,
261                             enum pipe_texture_target pipe_tex)
262 {
263    if (!ctx->fs_stencil[pipe_tex]) {
264       unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
265 
266       ctx->fs_stencil[pipe_tex] =
267          util_make_fragment_tex_shader_writestencil(ctx->pipe, tgsi_tex,
268                                                     TGSI_INTERPOLATE_LINEAR);
269    }
270 
271    cso_set_fragment_shader_handle(ctx->cso, ctx->fs_stencil[pipe_tex]);
272 }
273 
274 
275 /**
276  * Helper function to set the vertex shader.
277  */
278 static INLINE void
set_vertex_shader(struct blit_state * ctx)279 set_vertex_shader(struct blit_state *ctx)
280 {
281    /* vertex shader - still required to provide the linkage between
282     * fragment shader input semantics and vertex_element/buffers.
283     */
284    if (!ctx->vs) {
285       const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
286                                       TGSI_SEMANTIC_GENERIC };
287       const uint semantic_indexes[] = { 0, 0 };
288       ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
289                                                     semantic_names,
290                                                     semantic_indexes);
291    }
292 
293    cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
294 }
295 
296 
297 /**
298  * Get offset of next free slot in vertex buffer for quad vertices.
299  */
300 static unsigned
get_next_slot(struct blit_state * ctx)301 get_next_slot( struct blit_state *ctx )
302 {
303    const unsigned max_slots = 4096 / sizeof ctx->vertices;
304 
305    if (ctx->vbuf_slot >= max_slots) {
306       pipe_resource_reference(&ctx->vbuf, NULL);
307       ctx->vbuf_slot = 0;
308    }
309 
310    if (!ctx->vbuf) {
311       ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
312                                      PIPE_BIND_VERTEX_BUFFER,
313                                      PIPE_USAGE_STREAM,
314                                      max_slots * sizeof ctx->vertices);
315    }
316 
317    return ctx->vbuf_slot++ * sizeof ctx->vertices;
318 }
319 
320 
321 
322 
323 /**
324  * Setup vertex data for the textured quad we'll draw.
325  * Note: y=0=top
326  */
327 static unsigned
setup_vertex_data_tex(struct blit_state * ctx,float x0,float y0,float x1,float y1,float s0,float t0,float s1,float t1,float z)328 setup_vertex_data_tex(struct blit_state *ctx,
329                       float x0, float y0, float x1, float y1,
330                       float s0, float t0, float s1, float t1,
331                       float z)
332 {
333    unsigned offset;
334 
335    ctx->vertices[0][0][0] = x0;
336    ctx->vertices[0][0][1] = y0;
337    ctx->vertices[0][0][2] = z;
338    ctx->vertices[0][1][0] = s0; /*s*/
339    ctx->vertices[0][1][1] = t0; /*t*/
340 
341    ctx->vertices[1][0][0] = x1;
342    ctx->vertices[1][0][1] = y0;
343    ctx->vertices[1][0][2] = z;
344    ctx->vertices[1][1][0] = s1; /*s*/
345    ctx->vertices[1][1][1] = t0; /*t*/
346 
347    ctx->vertices[2][0][0] = x1;
348    ctx->vertices[2][0][1] = y1;
349    ctx->vertices[2][0][2] = z;
350    ctx->vertices[2][1][0] = s1;
351    ctx->vertices[2][1][1] = t1;
352 
353    ctx->vertices[3][0][0] = x0;
354    ctx->vertices[3][0][1] = y1;
355    ctx->vertices[3][0][2] = z;
356    ctx->vertices[3][1][0] = s0;
357    ctx->vertices[3][1][1] = t1;
358 
359    offset = get_next_slot( ctx );
360 
361    if (ctx->vbuf) {
362       pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
363                                   offset, sizeof(ctx->vertices), ctx->vertices);
364    }
365 
366    return offset;
367 }
368 
369 
370 /**
371  * \return TRUE if two regions overlap, FALSE otherwise
372  */
373 static boolean
regions_overlap(int srcX0,int srcY0,int srcX1,int srcY1,int dstX0,int dstY0,int dstX1,int dstY1)374 regions_overlap(int srcX0, int srcY0,
375                 int srcX1, int srcY1,
376                 int dstX0, int dstY0,
377                 int dstX1, int dstY1)
378 {
379    if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
380       return FALSE; /* src completely left of dst */
381 
382    if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
383       return FALSE; /* dst completely left of src */
384 
385    if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
386       return FALSE; /* src completely above dst */
387 
388    if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
389       return FALSE; /* dst completely above src */
390 
391    return TRUE; /* some overlap */
392 }
393 
394 
395 /**
396  * Can we blit from src format to dest format with a simple copy?
397  */
398 static boolean
formats_compatible(enum pipe_format src_format,enum pipe_format dst_format)399 formats_compatible(enum pipe_format src_format,
400                    enum pipe_format dst_format)
401 {
402    if (src_format == dst_format) {
403       return TRUE;
404    }
405    else {
406       const struct util_format_description *src_desc =
407          util_format_description(src_format);
408       const struct util_format_description *dst_desc =
409          util_format_description(dst_format);
410       return util_is_format_compatible(src_desc, dst_desc);
411    }
412 }
413 
414 
415 /**
416  * Copy pixel block from src surface to dst surface.
417  * Overlapping regions are acceptable.
418  * Flipping and stretching are supported.
419  * \param filter  one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
420  * \param writemask  controls which channels in the dest surface are sourced
421  *                   from the src surface.  Disabled channels are sourced
422  *                   from (0,0,0,1).
423  */
424 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)425 util_blit_pixels(struct blit_state *ctx,
426                  struct pipe_resource *src_tex,
427                  unsigned src_level,
428                  int srcX0, int srcY0,
429                  int srcX1, int srcY1,
430                  int srcZ0,
431                  struct pipe_surface *dst,
432                  int dstX0, int dstY0,
433                  int dstX1, int dstY1,
434                  float z, uint filter,
435                  uint writemask, uint zs_writemask)
436 {
437    struct pipe_context *pipe = ctx->pipe;
438    struct pipe_screen *screen = pipe->screen;
439    enum pipe_format src_format, dst_format;
440    struct pipe_sampler_view *sampler_view = NULL;
441    struct pipe_sampler_view sv_templ;
442    struct pipe_surface *dst_surface;
443    struct pipe_framebuffer_state fb;
444    const int srcW = abs(srcX1 - srcX0);
445    const int srcH = abs(srcY1 - srcY0);
446    unsigned offset;
447    boolean overlap;
448    float s0, t0, s1, t1;
449    boolean normalized;
450    boolean is_stencil, is_depth, blit_depth, blit_stencil;
451    const struct util_format_description *src_desc =
452          util_format_description(src_tex->format);
453 
454    assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
455           filter == PIPE_TEX_MIPFILTER_LINEAR);
456 
457    assert(src_level <= src_tex->last_level);
458 
459    /* do the regions overlap? */
460    overlap = src_tex == dst->texture &&
461              dst->u.tex.level == src_level &&
462              dst->u.tex.first_layer == srcZ0 &&
463       regions_overlap(srcX0, srcY0, srcX1, srcY1,
464                       dstX0, dstY0, dstX1, dstY1);
465 
466    src_format = util_format_linear(src_tex->format);
467    dst_format = util_format_linear(dst->texture->format);
468 
469    /* See whether we will blit depth or stencil. */
470    is_depth = util_format_has_depth(src_desc);
471    is_stencil = util_format_has_stencil(src_desc);
472 
473    blit_depth = is_depth && (zs_writemask & BLIT_WRITEMASK_Z);
474    blit_stencil = is_stencil && (zs_writemask & BLIT_WRITEMASK_STENCIL);
475 
476    assert((writemask && !zs_writemask && !is_depth && !is_stencil) ||
477           (!writemask && (blit_depth || blit_stencil)));
478 
479    /*
480     * Check for simple case:  no format conversion, no flipping, no stretching,
481     * no overlapping, same number of samples.
482     * Filter mode should not matter since there's no stretching.
483     */
484    if (formats_compatible(src_format, dst_format) &&
485        src_tex->nr_samples == dst->texture->nr_samples &&
486        is_stencil == blit_stencil &&
487        is_depth == blit_depth &&
488        srcX0 < srcX1 &&
489        dstX0 < dstX1 &&
490        srcY0 < srcY1 &&
491        dstY0 < dstY1 &&
492        (dstX1 - dstX0) == (srcX1 - srcX0) &&
493        (dstY1 - dstY0) == (srcY1 - srcY0) &&
494        !overlap) {
495       struct pipe_box src_box;
496       src_box.x = srcX0;
497       src_box.y = srcY0;
498       src_box.z = srcZ0;
499       src_box.width = srcW;
500       src_box.height = srcH;
501       src_box.depth = 1;
502       pipe->resource_copy_region(pipe,
503                                  dst->texture, dst->u.tex.level,
504                                  dstX0, dstY0, dst->u.tex.first_layer,/* dest */
505                                  src_tex, src_level,
506                                  &src_box);
507       return;
508    }
509 
510    /* XXX Reading multisample textures is unimplemented. */
511    assert(src_tex->nr_samples <= 1);
512    if (src_tex->nr_samples > 1) {
513       return;
514    }
515 
516    /* It's a mistake to call this function with a stencil format and
517     * without shader stencil export. We don't do software fallbacks here.
518     * Ignore stencil and only copy depth.
519     */
520    if (blit_stencil && !ctx->has_stencil_export) {
521       blit_stencil = FALSE;
522 
523       if (!blit_depth)
524          return;
525    }
526 
527    if (dst_format == dst->format) {
528       dst_surface = dst;
529    } else {
530       struct pipe_surface templ = *dst;
531       templ.format = dst_format;
532       dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
533    }
534 
535    /* Create a temporary texture when src and dest alias.
536     */
537    if (src_tex == dst_surface->texture &&
538        dst_surface->u.tex.level == src_level &&
539        dst_surface->u.tex.first_layer == srcZ0) {
540       /* Make a temporary texture which contains a copy of the source pixels.
541        * Then we'll sample from the temporary texture.
542        */
543       struct pipe_resource texTemp;
544       struct pipe_resource *tex;
545       struct pipe_sampler_view sv_templ;
546       struct pipe_box src_box;
547       const int srcLeft = MIN2(srcX0, srcX1);
548       const int srcTop = MIN2(srcY0, srcY1);
549 
550       if (srcLeft != srcX0) {
551          /* left-right flip */
552          int tmp = dstX0;
553          dstX0 = dstX1;
554          dstX1 = tmp;
555       }
556 
557       if (srcTop != srcY0) {
558          /* up-down flip */
559          int tmp = dstY0;
560          dstY0 = dstY1;
561          dstY1 = tmp;
562       }
563 
564       /* create temp texture */
565       memset(&texTemp, 0, sizeof(texTemp));
566       texTemp.target = ctx->internal_target;
567       texTemp.format = src_format;
568       texTemp.last_level = 0;
569       texTemp.width0 = srcW;
570       texTemp.height0 = srcH;
571       texTemp.depth0 = 1;
572       texTemp.array_size = 1;
573       texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
574 
575       tex = screen->resource_create(screen, &texTemp);
576       if (!tex)
577          return;
578 
579       src_box.x = srcLeft;
580       src_box.y = srcTop;
581       src_box.z = srcZ0;
582       src_box.width = srcW;
583       src_box.height = srcH;
584       src_box.depth = 1;
585       /* load temp texture */
586       pipe->resource_copy_region(pipe,
587                                  tex, 0, 0, 0, 0,  /* dest */
588                                  src_tex, src_level, &src_box);
589 
590       normalized = tex->target != PIPE_TEXTURE_RECT;
591       if(normalized) {
592          s0 = 0.0f;
593          s1 = 1.0f;
594          t0 = 0.0f;
595          t1 = 1.0f;
596       }
597       else {
598          s0 = 0;
599          s1 = srcW;
600          t0 = 0;
601          t1 = srcH;
602       }
603 
604       u_sampler_view_default_template(&sv_templ, tex, tex->format);
605       if (!blit_depth && blit_stencil) {
606          /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
607          sv_templ.format = util_format_stencil_only(tex->format);
608          assert(sv_templ.format != PIPE_FORMAT_NONE);
609       }
610       sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
611 
612       if (!sampler_view) {
613          pipe_resource_reference(&tex, NULL);
614          return;
615       }
616       pipe_resource_reference(&tex, NULL);
617    }
618    else {
619       /* Directly sample from the source resource/texture */
620       u_sampler_view_default_template(&sv_templ, src_tex, src_format);
621       if (!blit_depth && blit_stencil) {
622          /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
623          sv_templ.format = util_format_stencil_only(src_format);
624          assert(sv_templ.format != PIPE_FORMAT_NONE);
625       }
626       sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
627 
628       if (!sampler_view) {
629          return;
630       }
631 
632       s0 = srcX0;
633       s1 = srcX1;
634       t0 = srcY0;
635       t1 = srcY1;
636       normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
637       if(normalized)
638       {
639          s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
640          s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
641          t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
642          t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
643       }
644    }
645 
646    assert(screen->is_format_supported(screen, sampler_view->format,
647                      ctx->internal_target, sampler_view->texture->nr_samples,
648                      PIPE_BIND_SAMPLER_VIEW));
649    assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
650                      dst_surface->texture->nr_samples,
651                      is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL :
652                                               PIPE_BIND_RENDER_TARGET));
653 
654    /* save state (restored below) */
655    cso_save_blend(ctx->cso);
656    cso_save_depth_stencil_alpha(ctx->cso);
657    cso_save_rasterizer(ctx->cso);
658    cso_save_sample_mask(ctx->cso);
659    cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
660    cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
661    cso_save_stream_outputs(ctx->cso);
662    cso_save_viewport(ctx->cso);
663    cso_save_framebuffer(ctx->cso);
664    cso_save_fragment_shader(ctx->cso);
665    cso_save_vertex_shader(ctx->cso);
666    cso_save_geometry_shader(ctx->cso);
667    cso_save_vertex_elements(ctx->cso);
668    cso_save_vertex_buffers(ctx->cso);
669 
670    /* set misc state we care about */
671    if (writemask)
672       cso_set_blend(ctx->cso, &ctx->blend_write_color);
673    else
674       cso_set_blend(ctx->cso, &ctx->blend_keep_color);
675 
676    cso_set_sample_mask(ctx->cso, ~0);
677    cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
678    cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
679    cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
680 
681    /* default sampler state */
682    ctx->sampler.normalized_coords = normalized;
683    ctx->sampler.min_img_filter = filter;
684    ctx->sampler.mag_img_filter = filter;
685    ctx->sampler.min_lod = src_level;
686    ctx->sampler.max_lod = src_level;
687 
688    /* Depth stencil state, fragment shader and sampler setup depending on what
689     * we blit.
690     */
691    if (blit_depth && blit_stencil) {
692       cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
693       /* don't filter stencil */
694       ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
695       ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
696       cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &ctx->sampler);
697 
698       cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil);
699       set_depthstencil_fragment_shader(ctx, sampler_view->texture->target);
700    }
701    else if (blit_depth) {
702       cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
703       cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth);
704       set_depth_fragment_shader(ctx, sampler_view->texture->target);
705    }
706    else if (blit_stencil) {
707       /* don't filter stencil */
708       ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
709       ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
710       cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
711 
712       cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil);
713       set_stencil_fragment_shader(ctx, sampler_view->texture->target);
714    }
715    else { /* color */
716       cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
717       cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
718       set_fragment_shader(ctx, writemask, sampler_view->texture->target);
719    }
720    cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
721 
722    /* textures */
723    if (blit_depth && blit_stencil) {
724       /* Setup two samplers, one for depth and the other one for stencil. */
725       struct pipe_sampler_view templ;
726       struct pipe_sampler_view *views[2];
727 
728       templ = *sampler_view;
729       templ.format = util_format_stencil_only(templ.format);
730       assert(templ.format != PIPE_FORMAT_NONE);
731 
732       views[0] = sampler_view;
733       views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ);
734       cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 2, views);
735 
736       pipe_sampler_view_reference(&views[1], NULL);
737    }
738    else {
739       cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &sampler_view);
740    }
741 
742    /* viewport */
743    ctx->viewport.scale[0] = 0.5f * dst_surface->width;
744    ctx->viewport.scale[1] = 0.5f * dst_surface->height;
745    ctx->viewport.scale[2] = 0.5f;
746    ctx->viewport.scale[3] = 1.0f;
747    ctx->viewport.translate[0] = 0.5f * dst_surface->width;
748    ctx->viewport.translate[1] = 0.5f * dst_surface->height;
749    ctx->viewport.translate[2] = 0.5f;
750    ctx->viewport.translate[3] = 0.0f;
751    cso_set_viewport(ctx->cso, &ctx->viewport);
752 
753    set_vertex_shader(ctx);
754    cso_set_geometry_shader_handle(ctx->cso, NULL);
755 
756    /* drawing dest */
757    memset(&fb, 0, sizeof(fb));
758    fb.width = dst_surface->width;
759    fb.height = dst_surface->height;
760    if (blit_depth || blit_stencil) {
761       fb.zsbuf = dst_surface;
762    } else {
763       fb.nr_cbufs = 1;
764       fb.cbufs[0] = dst_surface;
765    }
766    cso_set_framebuffer(ctx->cso, &fb);
767 
768    /* draw quad */
769    offset = setup_vertex_data_tex(ctx,
770                                   (float) dstX0 / dst_surface->width * 2.0f - 1.0f,
771                                   (float) dstY0 / dst_surface->height * 2.0f - 1.0f,
772                                   (float) dstX1 / dst_surface->width * 2.0f - 1.0f,
773                                   (float) dstY1 / dst_surface->height * 2.0f - 1.0f,
774                                   s0, t0,
775                                   s1, t1,
776                                   z);
777 
778    if (ctx->vbuf) {
779       util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset,
780                               PIPE_PRIM_TRIANGLE_FAN,
781                               4,  /* verts */
782                               2); /* attribs/vert */
783    }
784 
785    /* restore state we changed */
786    cso_restore_blend(ctx->cso);
787    cso_restore_depth_stencil_alpha(ctx->cso);
788    cso_restore_rasterizer(ctx->cso);
789    cso_restore_sample_mask(ctx->cso);
790    cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
791    cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
792    cso_restore_viewport(ctx->cso);
793    cso_restore_framebuffer(ctx->cso);
794    cso_restore_fragment_shader(ctx->cso);
795    cso_restore_vertex_shader(ctx->cso);
796    cso_restore_geometry_shader(ctx->cso);
797    cso_restore_vertex_elements(ctx->cso);
798    cso_restore_vertex_buffers(ctx->cso);
799    cso_restore_stream_outputs(ctx->cso);
800 
801    pipe_sampler_view_reference(&sampler_view, NULL);
802    if (dst_surface != dst)
803       pipe_surface_reference(&dst_surface, NULL);
804 }
805 
806 
807 /**
808  * Copy pixel block from src texture to dst surface.
809  * The sampler view's first_level field indicates the source
810  * mipmap level to use.
811  * XXX need some control over blitting Z and/or stencil.
812  */
813 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)814 util_blit_pixels_tex(struct blit_state *ctx,
815                      struct pipe_sampler_view *src_sampler_view,
816                      int srcX0, int srcY0,
817                      int srcX1, int srcY1,
818                      struct pipe_surface *dst,
819                      int dstX0, int dstY0,
820                      int dstX1, int dstY1,
821                      float z, uint filter)
822 {
823    boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
824    struct pipe_framebuffer_state fb;
825    float s0, t0, s1, t1;
826    unsigned offset;
827    struct pipe_resource *tex = src_sampler_view->texture;
828 
829    assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
830           filter == PIPE_TEX_MIPFILTER_LINEAR);
831 
832    assert(tex);
833    assert(tex->width0 != 0);
834    assert(tex->height0 != 0);
835 
836    s0 = srcX0;
837    s1 = srcX1;
838    t0 = srcY0;
839    t1 = srcY1;
840 
841    if(normalized)
842    {
843       /* normalize according to the mipmap level's size */
844       int level = src_sampler_view->u.tex.first_level;
845       float w = (float) u_minify(tex->width0, level);
846       float h = (float) u_minify(tex->height0, level);
847       s0 /= w;
848       s1 /= w;
849       t0 /= h;
850       t1 /= h;
851    }
852 
853    assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
854                                                  PIPE_TEXTURE_2D,
855                                                  dst->texture->nr_samples,
856                                                  PIPE_BIND_RENDER_TARGET));
857 
858    /* save state (restored below) */
859    cso_save_blend(ctx->cso);
860    cso_save_depth_stencil_alpha(ctx->cso);
861    cso_save_rasterizer(ctx->cso);
862    cso_save_sample_mask(ctx->cso);
863    cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
864    cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
865    cso_save_stream_outputs(ctx->cso);
866    cso_save_viewport(ctx->cso);
867    cso_save_framebuffer(ctx->cso);
868    cso_save_fragment_shader(ctx->cso);
869    cso_save_vertex_shader(ctx->cso);
870    cso_save_geometry_shader(ctx->cso);
871    cso_save_vertex_elements(ctx->cso);
872    cso_save_vertex_buffers(ctx->cso);
873 
874    /* set misc state we care about */
875    cso_set_blend(ctx->cso, &ctx->blend_write_color);
876    cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
877    cso_set_sample_mask(ctx->cso, ~0);
878    cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
879    cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
880    cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
881 
882    /* sampler */
883    ctx->sampler.normalized_coords = normalized;
884    ctx->sampler.min_img_filter = filter;
885    ctx->sampler.mag_img_filter = filter;
886    cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
887    cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
888 
889    /* viewport */
890    ctx->viewport.scale[0] = 0.5f * dst->width;
891    ctx->viewport.scale[1] = 0.5f * dst->height;
892    ctx->viewport.scale[2] = 0.5f;
893    ctx->viewport.scale[3] = 1.0f;
894    ctx->viewport.translate[0] = 0.5f * dst->width;
895    ctx->viewport.translate[1] = 0.5f * dst->height;
896    ctx->viewport.translate[2] = 0.5f;
897    ctx->viewport.translate[3] = 0.0f;
898    cso_set_viewport(ctx->cso, &ctx->viewport);
899 
900    /* texture */
901    cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &src_sampler_view);
902 
903    /* shaders */
904    set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW,
905                        src_sampler_view->texture->target);
906    set_vertex_shader(ctx);
907    cso_set_geometry_shader_handle(ctx->cso, NULL);
908 
909    /* drawing dest */
910    memset(&fb, 0, sizeof(fb));
911    fb.width = dst->width;
912    fb.height = dst->height;
913    fb.nr_cbufs = 1;
914    fb.cbufs[0] = dst;
915    cso_set_framebuffer(ctx->cso, &fb);
916 
917    /* draw quad */
918    offset = setup_vertex_data_tex(ctx,
919                                   (float) dstX0 / dst->width * 2.0f - 1.0f,
920                                   (float) dstY0 / dst->height * 2.0f - 1.0f,
921                                   (float) dstX1 / dst->width * 2.0f - 1.0f,
922                                   (float) dstY1 / dst->height * 2.0f - 1.0f,
923                                   s0, t0, s1, t1,
924                                   z);
925 
926    util_draw_vertex_buffer(ctx->pipe, ctx->cso,
927                            ctx->vbuf, offset,
928                            PIPE_PRIM_TRIANGLE_FAN,
929                            4,  /* verts */
930                            2); /* attribs/vert */
931 
932    /* restore state we changed */
933    cso_restore_blend(ctx->cso);
934    cso_restore_depth_stencil_alpha(ctx->cso);
935    cso_restore_rasterizer(ctx->cso);
936    cso_restore_sample_mask(ctx->cso);
937    cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
938    cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
939    cso_restore_viewport(ctx->cso);
940    cso_restore_framebuffer(ctx->cso);
941    cso_restore_fragment_shader(ctx->cso);
942    cso_restore_vertex_shader(ctx->cso);
943    cso_restore_geometry_shader(ctx->cso);
944    cso_restore_vertex_elements(ctx->cso);
945    cso_restore_vertex_buffers(ctx->cso);
946    cso_restore_stream_outputs(ctx->cso);
947 }
948