Home | History | Annotate | Download | only in util
      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 *
     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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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