277 lines
8.2 KiB
C
277 lines
8.2 KiB
C
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/**************************************************************************
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*
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* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/**
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* @file
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* Copy/blit pixel rect between surfaces
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*
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* @author Brian Paul
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*/
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#include "pipe/p_context.h"
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#include "pipe/p_debug.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_inlines.h"
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#include "pipe/p_util.h"
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#include "pipe/p_winsys.h"
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#include "pipe/p_shader_tokens.h"
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#include "util/u_draw_quad.h"
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#include "util/u_blit.h"
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#include "util/u_simple_shaders.h"
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struct blit_state
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{
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struct pipe_context *pipe;
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void *blend;
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void *depthstencil;
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void *rasterizer;
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void *samplers[2]; /* one for linear, one for nearest sampling */
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/*struct pipe_viewport_state viewport;*/
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struct pipe_sampler_state *vs;
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struct pipe_sampler_state *fs;
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};
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/**
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* Create state object for blit.
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* Intended to be created once and re-used for many blit() calls.
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*/
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struct blit_state *
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util_create_blit(struct pipe_context *pipe)
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{
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struct pipe_blend_state blend;
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struct pipe_depth_stencil_alpha_state depthstencil;
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struct pipe_rasterizer_state rasterizer;
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struct blit_state *ctx;
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struct pipe_sampler_state sampler;
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ctx = CALLOC_STRUCT(blit_state);
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if (!ctx)
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return NULL;
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ctx->pipe = pipe;
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/* we don't use blending, but need to set valid values */
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memset(&blend, 0, sizeof(blend));
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blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
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blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
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blend.colormask = PIPE_MASK_RGBA;
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ctx->blend = pipe->create_blend_state(pipe, &blend);
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/* depth/stencil/alpha */
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memset(&depthstencil, 0, sizeof(depthstencil));
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ctx->depthstencil = pipe->create_depth_stencil_alpha_state(pipe, &depthstencil);
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/* rasterizer */
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memset(&rasterizer, 0, sizeof(rasterizer));
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rasterizer.front_winding = PIPE_WINDING_CW;
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rasterizer.cull_mode = PIPE_WINDING_NONE;
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rasterizer.bypass_clipping = 1; /* bypasses viewport too */
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/*rasterizer.bypass_vs = 1;*/
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ctx->rasterizer = pipe->create_rasterizer_state(pipe, &rasterizer);
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/* samplers */
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memset(&sampler, 0, sizeof(sampler));
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sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
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sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
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sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
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sampler.normalized_coords = 1;
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ctx->samplers[0] = pipe->create_sampler_state(pipe, &sampler);
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sampler.min_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
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sampler.mag_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
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ctx->samplers[1] = pipe->create_sampler_state(pipe, &sampler);
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#if 0
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/* viewport */
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ctx->viewport.scale[0] = 1.0;
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ctx->viewport.scale[1] = 1.0;
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ctx->viewport.scale[2] = 1.0;
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ctx->viewport.scale[3] = 1.0;
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ctx->viewport.translate[0] = 0.0;
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ctx->viewport.translate[1] = 0.0;
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ctx->viewport.translate[2] = 0.0;
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ctx->viewport.translate[3] = 0.0;
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#endif
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/* vertex shader */
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{
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_GENERIC };
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const uint semantic_indexes[] = { 0, 0 };
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ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
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semantic_indexes);
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}
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/* fragment shader */
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ctx->fs = util_make_fragment_tex_shader(pipe);
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return ctx;
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}
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/**
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* Destroy a blit context
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*/
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void
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util_destroy_blit(struct blit_state *ctx)
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{
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struct pipe_context *pipe = ctx->pipe;
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pipe->delete_blend_state(pipe, ctx->blend);
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pipe->delete_depth_stencil_alpha_state(pipe, ctx->depthstencil);
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pipe->delete_rasterizer_state(pipe, ctx->rasterizer);
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pipe->delete_sampler_state(pipe, ctx->samplers[0]);
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pipe->delete_sampler_state(pipe, ctx->samplers[1]);
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pipe->delete_vs_state(pipe, ctx->vs);
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pipe->delete_fs_state(pipe, ctx->fs);
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FREE(ctx);
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}
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/**
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* Copy pixel block from src surface to dst surface.
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* Overlapping regions are acceptable.
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* XXX need some control over blitting Z and/or stencil.
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*/
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void
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util_blit_pixels(struct blit_state *ctx,
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struct pipe_surface *src,
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int srcX0, int srcY0,
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int srcX1, int srcY1,
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struct pipe_surface *dst,
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int dstX0, int dstY0,
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int dstX1, int dstY1,
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float z, uint filter)
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{
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struct pipe_context *pipe = ctx->pipe;
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struct pipe_screen *screen = pipe->screen;
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struct pipe_texture texTemp, *tex;
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struct pipe_surface *texSurf;
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struct pipe_framebuffer_state fb;
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const int srcW = abs(srcX1 - srcX0);
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const int srcH = abs(srcY1 - srcY0);
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const int srcLeft = MIN2(srcX0, srcX1);
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const int srcTop = MIN2(srcY0, srcY1);
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assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
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filter == PIPE_TEX_MIPFILTER_LINEAR);
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if (srcLeft != srcX0) {
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/* left-right flip */
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int tmp = dstX0;
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dstX0 = dstX1;
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dstX1 = tmp;
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}
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if (srcTop != srcY0) {
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/* up-down flip */
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int tmp = dstY0;
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dstY0 = dstY1;
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dstY1 = tmp;
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}
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/*
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* XXX for now we're always creating a temporary texture.
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* Strictly speaking that's not always needed.
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*/
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/* create temp texture */
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memset(&texTemp, 0, sizeof(texTemp));
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texTemp.target = PIPE_TEXTURE_2D;
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texTemp.format = src->format;
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texTemp.last_level = 0;
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texTemp.width[0] = srcW;
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texTemp.height[0] = srcH;
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texTemp.depth[0] = 1;
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texTemp.compressed = 0;
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texTemp.cpp = pf_get_bits(src->format) / 8;
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tex = screen->texture_create(screen, &texTemp);
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if (!tex)
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return;
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texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0);
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/* load temp texture */
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pipe->surface_copy(pipe, FALSE,
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texSurf, 0, 0, /* dest */
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src, srcLeft, srcTop, /* src */
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srcW, srcH); /* size */
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/* drawing dest */
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memset(&fb, 0, sizeof(fb));
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fb.num_cbufs = 1;
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fb.cbufs[0] = dst;
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pipe->set_framebuffer_state(pipe, &fb);
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/* sampler */
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if (filter == PIPE_TEX_MIPFILTER_NEAREST)
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pipe->bind_sampler_states(pipe, 1, &ctx->samplers[0]);
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else
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pipe->bind_sampler_states(pipe, 1, &ctx->samplers[1]);
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/* texture */
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pipe->set_sampler_textures(pipe, 1, &tex);
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/* shaders */
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pipe->bind_fs_state(pipe, ctx->fs);
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pipe->bind_vs_state(pipe, ctx->vs);
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/* misc state */
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pipe->bind_blend_state(pipe, ctx->blend);
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pipe->bind_depth_stencil_alpha_state(pipe, ctx->depthstencil);
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pipe->bind_rasterizer_state(pipe, ctx->rasterizer);
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/* draw quad */
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util_draw_texquad(pipe, dstX0, dstY0, dstX1, dstY1, z);
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/* unbind */
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pipe->set_sampler_textures(pipe, 0, NULL);
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pipe->bind_sampler_states(pipe, 0, NULL);
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/* free stuff */
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pipe_surface_reference(&texSurf, NULL);
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screen->texture_release(screen, &tex);
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/* Note: caller must restore pipe/gallium state at this time */
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}
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