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/**************************************************************************
*
* Copyright 2009 Marek Olšák <maraeo@gmail.com>
*
* 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 VMWARE 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.
*
**************************************************************************/
#ifndef U_BLITTER_H
#define U_BLITTER_H
#include "util/u_framebuffer.h"
#include "util/u_inlines.h"
#include "pipe/p_state.h"
#ifdef __cplusplus
extern "C" {
#endif
struct pipe_context;
enum blitter_attrib_type {
UTIL_BLITTER_ATTRIB_NONE,
UTIL_BLITTER_ATTRIB_COLOR,
UTIL_BLITTER_ATTRIB_TEXCOORD_XY,
UTIL_BLITTER_ATTRIB_TEXCOORD_XYZW,
};
union blitter_attrib {
float color[4];
struct {
float x1, y1, x2, y2, z, w;
} texcoord;
};
struct blitter_context;
typedef void *(*blitter_get_vs_func)(struct blitter_context *blitter);
struct blitter_context
{
/**
* Draw a rectangle.
*
* \param get_vs Callback for obtaining the vertex shader for the draw call.
* It might invoke the shader compiler. The driver is
* responsible for setting the vertex shader, and the callback
* allows the driver to query the vertex shader CSO if it
* wants to use the default one.
* \param x1 An X coordinate of the top-left corner.
* \param y1 A Y coordinate of the top-left corner.
* \param x2 An X coordinate of the bottom-right corner.
* \param y2 A Y coordinate of the bottom-right corner.
* \param depth A depth which the rectangle is rendered at.
*
* \param type Semantics of the attributes "attrib".
* If type is UTIL_BLITTER_ATTRIB_NONE, ignore them.
* If type is UTIL_BLITTER_ATTRIB_COLOR, the attributes
* make up a constant RGBA color, and should go
* to the GENERIC0 varying slot of a fragment shader.
* If type is UTIL_BLITTER_ATTRIB_TEXCOORD, {a1, a2} and
* {a3, a4} specify top-left and bottom-right texture
* coordinates of the rectangle, respectively, and should go
* to the GENERIC0 varying slot of a fragment shader.
*
* \param attrib See type.
*
* \note A driver may optionally override this callback to implement
* a specialized hardware path for drawing a rectangle, e.g. using
* a rectangular point sprite.
*/
void (*draw_rectangle)(struct blitter_context *blitter,
void *vertex_elements_cso,
blitter_get_vs_func get_vs,
int x1, int y1, int x2, int y2,
float depth, unsigned num_instances,
enum blitter_attrib_type type,
const union blitter_attrib *attrib);
/* Whether the blitter is running. */
bool running;
bool use_index_buffer;
/* Private members, really. */
struct pipe_context *pipe; /**< pipe context */
void *saved_blend_state; /**< blend state */
void *saved_dsa_state; /**< depth stencil alpha state */
void *saved_velem_state; /**< vertex elements state */
void *saved_rs_state; /**< rasterizer state */
void *saved_fs, *saved_vs, *saved_gs, *saved_tcs, *saved_tes; /**< shaders */
struct pipe_framebuffer_state saved_fb_state; /**< framebuffer state */
struct pipe_stencil_ref saved_stencil_ref; /**< stencil ref */
struct pipe_viewport_state saved_viewport;
struct pipe_scissor_state saved_scissor;
bool skip_viewport_restore;
bool is_sample_mask_saved;
unsigned saved_sample_mask;
unsigned saved_num_sampler_states;
void *saved_sampler_states[PIPE_MAX_SAMPLERS];
unsigned saved_num_sampler_views;
struct pipe_sampler_view *saved_sampler_views[PIPE_MAX_SAMPLERS];
unsigned cb_slot;
struct pipe_constant_buffer saved_fs_constant_buffer;
unsigned vb_slot;
struct pipe_vertex_buffer saved_vertex_buffer;
unsigned saved_num_so_targets;
struct pipe_stream_output_target *saved_so_targets[PIPE_MAX_SO_BUFFERS];
struct pipe_query *saved_render_cond_query;
uint saved_render_cond_mode;
bool saved_render_cond_cond;
boolean saved_window_rectangles_include;
unsigned saved_num_window_rectangles;
struct pipe_scissor_state saved_window_rectangles[PIPE_MAX_WINDOW_RECTANGLES];
};
/**
* Create a blitter context.
*/
struct blitter_context *util_blitter_create(struct pipe_context *pipe);
/**
* Destroy a blitter context.
*/
void util_blitter_destroy(struct blitter_context *blitter);
void util_blitter_cache_all_shaders(struct blitter_context *blitter);
void *util_blitter_get_noop_blend_state(struct blitter_context *blitter);
void *util_blitter_get_noop_dsa_state(struct blitter_context *blitter);
void *util_blitter_get_discard_rasterizer_state(struct blitter_context *blitter);
/**
* Return the pipe context associated with a blitter context.
*/
static inline
struct pipe_context *util_blitter_get_pipe(struct blitter_context *blitter)
{
return blitter->pipe;
}
/**
* Override PIPE_CAP_TEXTURE_MULTISAMPLE as reported by the driver.
*/
void util_blitter_set_texture_multisample(struct blitter_context *blitter,
bool supported);
/* The default function to draw a rectangle. This can only be used
* inside of the draw_rectangle callback if the driver overrides it. */
void util_blitter_draw_rectangle(struct blitter_context *blitter,
void *vertex_elements_cso,
blitter_get_vs_func get_vs,
int x1, int y1, int x2, int y2,
float depth, unsigned num_instances,
enum blitter_attrib_type type,
const union blitter_attrib *attrib);
/*
* These states must be saved before any of the following functions are called:
* - vertex buffers
* - vertex elements
* - vertex shader
* - geometry shader (if supported)
* - stream output targets (if supported)
* - rasterizer state
*/
/**
* Clear a specified set of currently bound buffers to specified values.
*
* These states must be saved in the blitter in addition to the state objects
* already required to be saved:
* - fragment shader
* - depth stencil alpha state
* - blend state
*/
void util_blitter_clear(struct blitter_context *blitter,
unsigned width, unsigned height, unsigned num_layers,
unsigned clear_buffers,
const union pipe_color_union *color,
double depth, unsigned stencil,
bool msaa);
/**
* Check if the blitter (with the help of the driver) can blit between
* the two resources.
*/
bool util_blitter_is_copy_supported(struct blitter_context *blitter,
const struct pipe_resource *dst,
const struct pipe_resource *src);
bool util_blitter_is_blit_supported(struct blitter_context *blitter,
const struct pipe_blit_info *info);
/**
* Copy a block of pixels from one surface to another.
*
* These states must be saved in the blitter in addition to the state objects
* already required to be saved:
* - fragment shader
* - depth stencil alpha state
* - blend state
* - fragment sampler states
* - fragment sampler textures
* - framebuffer state
* - sample mask
*/
void util_blitter_copy_texture(struct blitter_context *blitter,
struct pipe_resource *dst,
unsigned dst_level,
unsigned dstx, unsigned dsty, unsigned dstz,
struct pipe_resource *src,
unsigned src_level,
const struct pipe_box *srcbox);
/**
* This is a generic implementation of pipe->blit, which accepts
* sampler/surface views instead of resources.
*
* The layer and mipmap level are specified by the views.
*
* Drivers can use this to change resource properties (like format, width,
* height) by changing how the views interpret them, instead of changing
* pipe_resource directly. This is used to blit resources of formats which
* are not renderable.
*
* src_width0 and src_height0 are sampler_view-private properties that
* override pipe_resource. The blitter uses them for computation of texture
* coordinates. The dst dimensions are supplied through pipe_surface::width
* and height.
*
* The mask is a combination of the PIPE_MASK_* flags.
* Set to PIPE_MASK_RGBAZS if unsure.
*/
void util_blitter_blit_generic(struct blitter_context *blitter,
struct pipe_surface *dst,
const struct pipe_box *dstbox,
struct pipe_sampler_view *src,
const struct pipe_box *srcbox,
unsigned src_width0, unsigned src_height0,
unsigned mask, unsigned filter,
const struct pipe_scissor_state *scissor,
bool alpha_blend);
void util_blitter_blit(struct blitter_context *blitter,
const struct pipe_blit_info *info);
void util_blitter_generate_mipmap(struct blitter_context *blitter,
struct pipe_resource *tex,
enum pipe_format format,
unsigned base_level, unsigned last_level,
unsigned first_layer, unsigned last_layer);
/**
* Helper function to initialize a view for copy_texture_view.
* The parameters must match copy_texture_view.
*/
void util_blitter_default_dst_texture(struct pipe_surface *dst_templ,
struct pipe_resource *dst,
unsigned dstlevel,
unsigned dstz);
/**
* Helper function to initialize a view for copy_texture_view.
* The parameters must match copy_texture_view.
*/
void util_blitter_default_src_texture(struct blitter_context *blitter,
struct pipe_sampler_view *src_templ,
struct pipe_resource *src,
unsigned srclevel);
/**
* Copy data from one buffer to another using the Stream Output functionality.
* 4-byte alignment is required, otherwise software fallback is used.
*/
void util_blitter_copy_buffer(struct blitter_context *blitter,
struct pipe_resource *dst,
unsigned dstx,
struct pipe_resource *src,
unsigned srcx,
unsigned size);
/**
* Clear the contents of a buffer using the Stream Output functionality.
* 4-byte alignment is required.
*
* "num_channels" can be 1, 2, 3, or 4, and specifies if the clear value is
* R, RG, RGB, or RGBA.
*
* For each element, only "num_channels" components of "clear_value" are
* copied to the buffer, then the offset is incremented by num_channels*4.
*/
void util_blitter_clear_buffer(struct blitter_context *blitter,
struct pipe_resource *dst,
unsigned offset, unsigned size,
unsigned num_channels,
const union pipe_color_union *clear_value);
/**
* Clear a region of a (color) surface to a constant value.
*
* These states must be saved in the blitter in addition to the state objects
* already required to be saved:
* - fragment shader
* - depth stencil alpha state
* - blend state
* - framebuffer state
*/
void util_blitter_clear_render_target(struct blitter_context *blitter,
struct pipe_surface *dst,
const union pipe_color_union *color,
unsigned dstx, unsigned dsty,
unsigned width, unsigned height);
/**
* Clear a region of a depth-stencil surface, both stencil and depth
* or only one of them if this is a combined depth-stencil surface.
*
* These states must be saved in the blitter in addition to the state objects
* already required to be saved:
* - fragment shader
* - depth stencil alpha state
* - blend state
* - framebuffer state
*/
void util_blitter_clear_depth_stencil(struct blitter_context *blitter,
struct pipe_surface *dst,
unsigned clear_flags,
double depth,
unsigned stencil,
unsigned dstx, unsigned dsty,
unsigned width, unsigned height);
/* The following functions are customized variants of the clear functions.
* Some drivers use them internally to do things like MSAA resolve
* and resource decompression. It usually consists of rendering a full-screen
* quad with a special blend or DSA state.
*/
/* Used by r300g for depth decompression. */
void util_blitter_custom_clear_depth(struct blitter_context *blitter,
unsigned width, unsigned height,
double depth, void *custom_dsa);
/* Used by r600g for depth decompression. */
void util_blitter_custom_depth_stencil(struct blitter_context *blitter,
struct pipe_surface *zsurf,
struct pipe_surface *cbsurf,
unsigned sample_mask,
void *dsa_stage, float depth);
/* Used by r600g for color decompression. */
void util_blitter_custom_color(struct blitter_context *blitter,
struct pipe_surface *dstsurf,
void *custom_blend);
/* Used by r600g for MSAA color resolve. */
void util_blitter_custom_resolve_color(struct blitter_context *blitter,
struct pipe_resource *dst,
unsigned dst_level,
unsigned dst_layer,
struct pipe_resource *src,
unsigned src_layer,
unsigned sampled_mask,
void *custom_blend,
enum pipe_format format);
/* Used by vc4 for 8/16-bit linear-to-tiled blits */
void util_blitter_custom_shader(struct blitter_context *blitter,
struct pipe_surface *dstsurf,
void *custom_vs, void *custom_fs);
/* The functions below should be used to save currently bound constant state
* objects inside a driver. The objects are automatically restored at the end
* of the util_blitter_{clear, copy_region, fill_region} functions and then
* forgotten.
*
* States not listed here are not affected by util_blitter. */
static inline void
util_blitter_save_blend(struct blitter_context *blitter, void *state)
{
blitter->saved_blend_state = state;
}
static inline void
util_blitter_save_depth_stencil_alpha(struct blitter_context *blitter,
void *state)
{
blitter->saved_dsa_state = state;
}
static inline void
util_blitter_save_vertex_elements(struct blitter_context *blitter, void *state)
{
blitter->saved_velem_state = state;
}
static inline void
util_blitter_save_stencil_ref(struct blitter_context *blitter,
const struct pipe_stencil_ref *state)
{
blitter->saved_stencil_ref = *state;
}
static inline void
util_blitter_save_rasterizer(struct blitter_context *blitter, void *state)
{
blitter->saved_rs_state = state;
}
static inline void
util_blitter_save_fragment_shader(struct blitter_context *blitter, void *fs)
{
blitter->saved_fs = fs;
}
static inline void
util_blitter_save_vertex_shader(struct blitter_context *blitter, void *vs)
{
blitter->saved_vs = vs;
}
static inline void
util_blitter_save_geometry_shader(struct blitter_context *blitter, void *gs)
{
blitter->saved_gs = gs;
}
static inline void
util_blitter_save_tessctrl_shader(struct blitter_context *blitter,
void *sh)
{
blitter->saved_tcs = sh;
}
static inline void
util_blitter_save_tesseval_shader(struct blitter_context *blitter,
void *sh)
{
blitter->saved_tes = sh;
}
static inline void
util_blitter_save_framebuffer(struct blitter_context *blitter,
const struct pipe_framebuffer_state *state)
{
blitter->saved_fb_state.nr_cbufs = 0; /* It's ~0 now, meaning it's unsaved. */
util_copy_framebuffer_state(&blitter->saved_fb_state, state);
}
static inline void
util_blitter_save_viewport(struct blitter_context *blitter,
struct pipe_viewport_state *state)
{
blitter->saved_viewport = *state;
}
static inline void
util_blitter_save_scissor(struct blitter_context *blitter,
struct pipe_scissor_state *state)
{
blitter->saved_scissor = *state;
}
static inline void
util_blitter_save_fragment_sampler_states(
struct blitter_context *blitter,
unsigned num_sampler_states,
void **sampler_states)
{
assert(num_sampler_states <= ARRAY_SIZE(blitter->saved_sampler_states));
blitter->saved_num_sampler_states = num_sampler_states;
memcpy(blitter->saved_sampler_states, sampler_states,
num_sampler_states * sizeof(void *));
}
static inline void
util_blitter_save_fragment_sampler_views(struct blitter_context *blitter,
unsigned num_views,
struct pipe_sampler_view **views)
{
unsigned i;
assert(num_views <= ARRAY_SIZE(blitter->saved_sampler_views));
blitter->saved_num_sampler_views = num_views;
for (i = 0; i < num_views; i++)
pipe_sampler_view_reference(&blitter->saved_sampler_views[i],
views[i]);
}
static inline void
util_blitter_save_fragment_constant_buffer_slot(
struct blitter_context *blitter,
struct pipe_constant_buffer *constant_buffers)
{
pipe_resource_reference(&blitter->saved_fs_constant_buffer.buffer,
constant_buffers[blitter->cb_slot].buffer);
memcpy(&blitter->saved_fs_constant_buffer, &constant_buffers[blitter->cb_slot],
sizeof(struct pipe_constant_buffer));
}
static inline void
util_blitter_save_vertex_buffer_slot(struct blitter_context *blitter,
struct pipe_vertex_buffer *vertex_buffers)
{
pipe_vertex_buffer_reference(&blitter->saved_vertex_buffer,
&vertex_buffers[blitter->vb_slot]);
}
static inline void
util_blitter_save_so_targets(struct blitter_context *blitter,
unsigned num_targets,
struct pipe_stream_output_target **targets)
{
unsigned i;
assert(num_targets <= ARRAY_SIZE(blitter->saved_so_targets));
blitter->saved_num_so_targets = num_targets;
for (i = 0; i < num_targets; i++)
pipe_so_target_reference(&blitter->saved_so_targets[i],
targets[i]);
}
static inline void
util_blitter_save_sample_mask(struct blitter_context *blitter,
unsigned sample_mask)
{
blitter->is_sample_mask_saved = true;
blitter->saved_sample_mask = sample_mask;
}
static inline void
util_blitter_save_render_condition(struct blitter_context *blitter,
struct pipe_query *query,
bool condition,
enum pipe_render_cond_flag mode)
{
blitter->saved_render_cond_query = query;
blitter->saved_render_cond_mode = mode;
blitter->saved_render_cond_cond = condition;
}
static inline void
util_blitter_save_window_rectangles(struct blitter_context *blitter,
boolean include,
unsigned num_rectangles,
const struct pipe_scissor_state *rects)
{
blitter->saved_window_rectangles_include = include;
blitter->saved_num_window_rectangles = num_rectangles;
if (num_rectangles > 0) {
assert(num_rectangles < ARRAY_SIZE(blitter->saved_window_rectangles));
memcpy(blitter->saved_window_rectangles, rects,
sizeof(*rects) * num_rectangles);
}
}
void util_blitter_common_clear_setup(struct blitter_context *blitter,
unsigned width, unsigned height,
unsigned clear_buffers,
void *custom_blend, void *custom_dsa);
void util_blitter_set_running_flag(struct blitter_context *blitter);
void util_blitter_unset_running_flag(struct blitter_context *blitter);
void util_blitter_restore_vertex_states(struct blitter_context *blitter);
void util_blitter_restore_fragment_states(struct blitter_context *blitter);
void util_blitter_restore_render_cond(struct blitter_context *blitter);
void util_blitter_restore_fb_state(struct blitter_context *blitter);
void util_blitter_restore_textures(struct blitter_context *blitter);
void util_blitter_restore_constant_buffer_state(struct blitter_context *blitter);
/* These are supported combinations of blits from ZS to color and vice versa.
* The blitter will do the packing/unpacking of depth and stencil
* in the fragment shader.
*/
static inline enum pipe_format
util_blitter_get_color_format_for_zs(enum pipe_format format)
{
switch (format) {
case PIPE_FORMAT_Z16_UNORM:
return PIPE_FORMAT_R16_UNORM;
case PIPE_FORMAT_Z32_FLOAT:
return PIPE_FORMAT_R32_FLOAT;
case PIPE_FORMAT_Z24_UNORM_S8_UINT:
case PIPE_FORMAT_Z24X8_UNORM:
case PIPE_FORMAT_S8_UINT_Z24_UNORM:
case PIPE_FORMAT_X8Z24_UNORM:
return PIPE_FORMAT_R32_UINT;
case PIPE_FORMAT_Z32_FLOAT_S8X24_UINT:
return PIPE_FORMAT_R32G32_UINT;
case PIPE_FORMAT_Z32_UNORM:
default:
assert(0);
}
return PIPE_FORMAT_NONE;
}
#ifdef __cplusplus
}
#endif
#endif