/**************************************************************************
*
* Copyright 2007 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.
*
**************************************************************************/
/*
* Authors:
* Brian Paul
*/
#include "main/imports.h"
#include "main/image.h"
#include "main/macros.h"
#include "main/mfeatures.h"
#include "st_context.h"
#include "st_texture.h"
#include "st_cb_blit.h"
#include "st_cb_fbo.h"
#include "st_atom.h"
#include "util/u_blit.h"
void
st_init_blit(struct st_context *st)
{
st->blit = util_create_blit(st->pipe, st->cso_context);
}
void
st_destroy_blit(struct st_context *st)
{
util_destroy_blit(st->blit);
st->blit = NULL;
}
#if FEATURE_EXT_framebuffer_blit
static void
st_BlitFramebuffer_resolve(struct gl_context *ctx,
GLbitfield mask,
struct pipe_resolve_info *info)
{
const GLbitfield depthStencil = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
struct st_context *st = st_context(ctx);
struct st_renderbuffer *srcRb, *dstRb;
if (mask & GL_COLOR_BUFFER_BIT) {
srcRb = st_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer);
dstRb = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]);
info->mask = PIPE_MASK_RGBA;
info->src.res = srcRb->texture;
info->src.layer = srcRb->surface->u.tex.first_layer;
info->dst.res = dstRb->texture;
info->dst.level = dstRb->surface->u.tex.level;
info->dst.layer = dstRb->surface->u.tex.first_layer;
st->pipe->resource_resolve(st->pipe, info);
}
if (mask & depthStencil) {
struct gl_renderbuffer_attachment *srcDepth, *srcStencil;
struct gl_renderbuffer_attachment *dstDepth, *dstStencil;
boolean combined;
srcDepth = &ctx->ReadBuffer->Attachment[BUFFER_DEPTH];
dstDepth = &ctx->DrawBuffer->Attachment[BUFFER_DEPTH];
srcStencil = &ctx->ReadBuffer->Attachment[BUFFER_STENCIL];
dstStencil = &ctx->DrawBuffer->Attachment[BUFFER_STENCIL];
combined =
st_is_depth_stencil_combined(srcDepth, srcStencil) &&
st_is_depth_stencil_combined(dstDepth, dstStencil);
if ((mask & GL_DEPTH_BUFFER_BIT) || combined) {
/* resolve depth and, if combined and requested, stencil as well */
srcRb = st_renderbuffer(srcDepth->Renderbuffer);
dstRb = st_renderbuffer(dstDepth->Renderbuffer);
info->mask = (mask & GL_DEPTH_BUFFER_BIT) ? PIPE_MASK_Z : 0;
if (combined && (mask & GL_STENCIL_BUFFER_BIT)) {
mask &= ~GL_STENCIL_BUFFER_BIT;
info->mask |= PIPE_MASK_S;
}
info->src.res = srcRb->texture;
info->src.layer = srcRb->surface->u.tex.first_layer;
info->dst.res = dstRb->texture;
info->dst.level = dstRb->surface->u.tex.level;
info->dst.layer = dstRb->surface->u.tex.first_layer;
st->pipe->resource_resolve(st->pipe, info);
}
if (mask & GL_STENCIL_BUFFER_BIT) {
/* resolve separate stencil buffer */
srcRb = st_renderbuffer(srcStencil->Renderbuffer);
dstRb = st_renderbuffer(dstStencil->Renderbuffer);
info->mask = PIPE_MASK_S;
info->src.res = srcRb->texture;
info->src.layer = srcRb->surface->u.tex.first_layer;
info->dst.res = dstRb->texture;
info->dst.level = dstRb->surface->u.tex.level;
info->dst.layer = dstRb->surface->u.tex.first_layer;
st->pipe->resource_resolve(st->pipe, info);
}
}
}
static void
st_BlitFramebuffer(struct gl_context *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT);
struct st_context *st = st_context(ctx);
const uint pFilter = ((filter == GL_NEAREST)
? PIPE_TEX_MIPFILTER_NEAREST
: PIPE_TEX_MIPFILTER_LINEAR);
struct gl_framebuffer *readFB = ctx->ReadBuffer;
struct gl_framebuffer *drawFB = ctx->DrawBuffer;
st_validate_state(st);
if (!_mesa_clip_blit(ctx, &srcX0, &srcY0, &srcX1, &srcY1,
&dstX0, &dstY0, &dstX1, &dstY1)) {
return; /* nothing to draw/blit */
}
if (st_fb_orientation(drawFB) == Y_0_TOP) {
/* invert Y for dest */
dstY0 = drawFB->Height - dstY0;
dstY1 = drawFB->Height - dstY1;
}
if (st_fb_orientation(readFB) == Y_0_TOP) {
/* invert Y for src */
srcY0 = readFB->Height - srcY0;
srcY1 = readFB->Height - srcY1;
}
/* Disable conditional rendering. */
if (st->render_condition) {
st->pipe->render_condition(st->pipe, NULL, 0);
}
if (readFB->Visual.sampleBuffers > drawFB->Visual.sampleBuffers &&
readFB->Visual.samples > 1) {
struct pipe_resolve_info info;
if (dstX0 < dstX1) {
info.dst.x0 = dstX0;
info.dst.x1 = dstX1;
info.src.x0 = srcX0;
info.src.x1 = srcX1;
} else {
info.dst.x0 = dstX1;
info.dst.x1 = dstX0;
info.src.x0 = srcX1;
info.src.x1 = srcX0;
}
if (dstY0 < dstY1) {
info.dst.y0 = dstY0;
info.dst.y1 = dstY1;
info.src.y0 = srcY0;
info.src.y1 = srcY1;
} else {
info.dst.y0 = dstY1;
info.dst.y1 = dstY0;
info.src.y0 = srcY1;
info.src.y1 = srcY0;
}
st_BlitFramebuffer_resolve(ctx, mask, &info); /* filter doesn't apply */
goto done;
}
if (srcY0 > srcY1 && dstY0 > dstY1) {
/* Both src and dst are upside down. Swap Y to make it
* right-side up to increase odds of using a fast path.
* Recall that all Gallium raster coords have Y=0=top.
*/
GLint tmp;
tmp = srcY0;
srcY0 = srcY1;
srcY1 = tmp;
tmp = dstY0;
dstY0 = dstY1;
dstY1 = tmp;
}
if (mask & GL_COLOR_BUFFER_BIT) {
struct gl_renderbuffer_attachment *srcAtt =
&readFB->Attachment[readFB->_ColorReadBufferIndex];
if(srcAtt->Type == GL_TEXTURE) {
struct st_texture_object *srcObj =
st_texture_object(srcAtt->Texture);
struct st_renderbuffer *dstRb =
st_renderbuffer(drawFB->_ColorDrawBuffers[0]);
struct pipe_surface *dstSurf = dstRb->surface;
if (!srcObj->pt)
goto done;
util_blit_pixels(st->blit, srcObj->pt, srcAtt->TextureLevel,
srcX0, srcY0, srcX1, srcY1,
srcAtt->Zoffset + srcAtt->CubeMapFace,
dstSurf, dstX0, dstY0, dstX1, dstY1,
0.0, pFilter, TGSI_WRITEMASK_XYZW, 0);
}
else {
struct st_renderbuffer *srcRb =
st_renderbuffer(readFB->_ColorReadBuffer);
struct st_renderbuffer *dstRb =
st_renderbuffer(drawFB->_ColorDrawBuffers[0]);
struct pipe_surface *srcSurf = srcRb->surface;
struct pipe_surface *dstSurf = dstRb->surface;
util_blit_pixels(st->blit,
srcRb->texture, srcSurf->u.tex.level,
srcX0, srcY0, srcX1, srcY1,
srcSurf->u.tex.first_layer,
dstSurf, dstX0, dstY0, dstX1, dstY1,
0.0, pFilter, TGSI_WRITEMASK_XYZW, 0);
}
}
if (mask & depthStencil) {
/* depth and/or stencil blit */
/* get src/dst depth surfaces */
struct gl_renderbuffer_attachment *srcDepth =
&readFB->Attachment[BUFFER_DEPTH];
struct gl_renderbuffer_attachment *dstDepth =
&drawFB->Attachment[BUFFER_DEPTH];
struct gl_renderbuffer_attachment *srcStencil =
&readFB->Attachment[BUFFER_STENCIL];
struct gl_renderbuffer_attachment *dstStencil =
&drawFB->Attachment[BUFFER_STENCIL];
struct st_renderbuffer *srcDepthRb =
st_renderbuffer(readFB->Attachment[BUFFER_DEPTH].Renderbuffer);
struct st_renderbuffer *dstDepthRb =
st_renderbuffer(drawFB->Attachment[BUFFER_DEPTH].Renderbuffer);
struct pipe_surface *dstDepthSurf =
dstDepthRb ? dstDepthRb->surface : NULL;
struct st_renderbuffer *srcStencilRb =
st_renderbuffer(readFB->Attachment[BUFFER_STENCIL].Renderbuffer);
struct st_renderbuffer *dstStencilRb =
st_renderbuffer(drawFB->Attachment[BUFFER_STENCIL].Renderbuffer);
struct pipe_surface *dstStencilSurf =
dstStencilRb ? dstStencilRb->surface : NULL;
if ((mask & depthStencil) == depthStencil &&
st_is_depth_stencil_combined(srcDepth, srcStencil) &&
st_is_depth_stencil_combined(dstDepth, dstStencil)) {
/* Blitting depth and stencil values between combined
* depth/stencil buffers. This is the ideal case for such buffers.
*/
util_blit_pixels(st->blit,
srcDepthRb->texture,
srcDepthRb->surface->u.tex.level,
srcX0, srcY0, srcX1, srcY1,
srcDepthRb->surface->u.tex.first_layer,
dstDepthSurf, dstX0, dstY0, dstX1, dstY1,
0.0, pFilter, 0,
BLIT_WRITEMASK_Z |
(st->has_stencil_export ? BLIT_WRITEMASK_STENCIL
: 0));
if (!st->has_stencil_export) {
_mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) "
"software fallback not implemented");
}
}
else {
/* blitting depth and stencil separately */
if (mask & GL_DEPTH_BUFFER_BIT) {
util_blit_pixels(st->blit, srcDepthRb->texture,
srcDepthRb->surface->u.tex.level,
srcX0, srcY0, srcX1, srcY1,
srcDepthRb->surface->u.tex.first_layer,
dstDepthSurf, dstX0, dstY0, dstX1, dstY1,
0.0, pFilter, 0, BLIT_WRITEMASK_Z);
}
if (mask & GL_STENCIL_BUFFER_BIT) {
if (st->has_stencil_export) {
util_blit_pixels(st->blit, srcStencilRb->texture,
srcStencilRb->surface->u.tex.level,
srcX0, srcY0, srcX1, srcY1,
srcStencilRb->surface->u.tex.first_layer,
dstStencilSurf, dstX0, dstY0, dstX1, dstY1,
0.0, pFilter, 0, BLIT_WRITEMASK_STENCIL);
}
else {
_mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) "
"software fallback not implemented");
}
}
}
}
done:
/* Restore conditional rendering state. */
if (st->render_condition) {
st->pipe->render_condition(st->pipe, st->render_condition,
st->condition_mode);
}
}
void
st_init_blit_functions(struct dd_function_table *functions)
{
functions->BlitFramebuffer = st_BlitFramebuffer;
}
#endif /* FEATURE_EXT_framebuffer_blit */