blob: f421ad5b9380f450e89a8a4565050972dbf399b2 [file] [log] [blame]
/**************************************************************************
*
* 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 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.
*
**************************************************************************/
#ifndef U_BLITTER_H
#define U_BLITTER_H
#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "pipe/p_state.h"
#ifdef __cplusplus
extern "C" {
#endif
struct pipe_context;
struct blitter_context
{
/* Private members, really. */
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; /**< fragment shader, vertex shader */
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_clip_state saved_clip;
int saved_num_sampler_states;
void *saved_sampler_states[PIPE_MAX_SAMPLERS];
int saved_num_sampler_views;
struct pipe_sampler_view *saved_sampler_views[PIPE_MAX_SAMPLERS];
int saved_num_vertex_buffers;
struct pipe_vertex_buffer saved_vertex_buffers[PIPE_MAX_ATTRIBS];
};
/**
* 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);
/*
* These CSOs must be saved before any of the following functions is called:
* - blend state
* - depth stencil alpha state
* - rasterizer state
* - vertex shader
* - fragment shader
*/
/**
* Clear a specified set of currently bound buffers to specified values.
*/
void util_blitter_clear(struct blitter_context *blitter,
unsigned width, unsigned height,
unsigned num_cbufs,
unsigned clear_buffers,
const float *rgba,
double depth, unsigned stencil);
/**
* Copy a block of pixels from one surface to another.
*
* You can copy from any color format to any other color format provided
* the former can be sampled and the latter can be rendered to. Otherwise,
* a software fallback path is taken and both surfaces must be of the same
* format.
*
* The same holds for depth-stencil formats with the exception that stencil
* cannot be copied unless you set ignore_stencil to FALSE. In that case,
* a software fallback path is taken and both surfaces must be of the same
* format.
*
* Use pipe_screen->is_format_supported to know your options.
*
* These states must be saved in the blitter in addition to the state objects
* already required to be saved:
* - framebuffer state
* - fragment sampler states
* - fragment sampler textures
*/
void util_blitter_copy_region(struct blitter_context *blitter,
struct pipe_resource *dst,
struct pipe_subresource subdst,
unsigned dstx, unsigned dsty, unsigned dstz,
struct pipe_resource *src,
struct pipe_subresource subsrc,
unsigned srcx, unsigned srcy, unsigned srcz,
unsigned width, unsigned height,
boolean ignore_stencil);
/**
* 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:
* - framebuffer state
*/
void util_blitter_clear_render_target(struct blitter_context *blitter,
struct pipe_surface *dst,
const float *rgba,
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:
* - 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 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.
*
* CSOs 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;
}
/* XXX This should probably be moved elsewhere. */
static INLINE
void util_assign_framebuffer_state(struct pipe_framebuffer_state *dst,
const struct pipe_framebuffer_state *src)
{
unsigned i;
if (src) {
/* Reference all surfaces. */
for (i = 0; i < src->nr_cbufs; i++) {
pipe_surface_reference(&dst->cbufs[i], src->cbufs[i]);
}
for (; i < dst->nr_cbufs; i++) {
pipe_surface_reference(&dst->cbufs[i], NULL);
}
pipe_surface_reference(&dst->zsbuf, src->zsbuf);
dst->nr_cbufs = src->nr_cbufs;
dst->width = src->width;
dst->height = src->height;
} else {
/* Set all surfaces to NULL. */
for (i = 0; i < dst->nr_cbufs; i++) {
pipe_surface_reference(&dst->cbufs[i], NULL);
}
pipe_surface_reference(&dst->zsbuf, NULL);
dst->nr_cbufs = 0;
}
}
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_assign_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_clip(struct blitter_context *blitter,
struct pipe_clip_state *state)
{
blitter->saved_clip = *state;
}
static INLINE
void util_blitter_save_fragment_sampler_states(
struct blitter_context *blitter,
int num_sampler_states,
void **sampler_states)
{
assert(num_sampler_states <= Elements(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,
int num_views,
struct pipe_sampler_view **views)
{
unsigned i;
assert(num_views <= Elements(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_vertex_buffers(struct blitter_context *blitter,
int num_vertex_buffers,
struct pipe_vertex_buffer *vertex_buffers)
{
unsigned i;
assert(num_vertex_buffers <= Elements(blitter->saved_vertex_buffers));
blitter->saved_num_vertex_buffers = num_vertex_buffers;
for (i = 0; i < num_vertex_buffers; i++) {
if (vertex_buffers[i].buffer) {
pipe_resource_reference(&blitter->saved_vertex_buffers[i].buffer,
vertex_buffers[i].buffer);
}
}
memcpy(blitter->saved_vertex_buffers,
vertex_buffers,
num_vertex_buffers * sizeof(struct pipe_vertex_buffer));
}
#ifdef __cplusplus
}
#endif
#endif