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-rw-r--r--src/gallium/auxiliary/vl/vl_compositor.c590
1 files changed, 590 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/vl/vl_compositor.c b/src/gallium/auxiliary/vl/vl_compositor.c
new file mode 100644
index 0000000000..0894421c0b
--- /dev/null
+++ b/src/gallium/auxiliary/vl/vl_compositor.c
@@ -0,0 +1,590 @@
+#include "vl_compositor.h"
+#include <assert.h>
+#include <pipe/p_context.h>
+#include <pipe/p_inlines.h>
+#include <tgsi/tgsi_parse.h>
+#include <tgsi/tgsi_build.h>
+#include <util/u_memory.h>
+#include "vl_shader_build.h"
+
+struct vertex2f
+{
+ float x, y;
+};
+
+struct vertex4f
+{
+ float x, y, z, w;
+};
+
+struct vertex_shader_consts
+{
+ struct vertex4f dst_scale;
+ struct vertex4f dst_trans;
+ struct vertex4f src_scale;
+ struct vertex4f src_trans;
+};
+
+struct fragment_shader_consts
+{
+ struct vertex4f bias;
+ float matrix[16];
+};
+
+/*
+ * Represents 2 triangles in a strip in normalized coords.
+ * Used to render the surface onto the frame buffer.
+ */
+static const struct vertex2f surface_verts[4] =
+{
+ {0.0f, 0.0f},
+ {0.0f, 1.0f},
+ {1.0f, 0.0f},
+ {1.0f, 1.0f}
+};
+
+/*
+ * Represents texcoords for the above. We can use the position values directly.
+ * TODO: Duplicate these in the shader, no need to create a buffer.
+ */
+static const struct vertex2f *surface_texcoords = surface_verts;
+
+/*
+ * Identity color conversion constants, for debugging
+ */
+static const struct fragment_shader_consts identity =
+{
+ {
+ 0.0f, 0.0f, 0.0f, 0.0f
+ },
+ {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ }
+};
+
+/*
+ * Converts ITU-R BT.601 YCbCr pixels to RGB pixels where:
+ * Y is in [16,235], Cb and Cr are in [16,240]
+ * R, G, and B are in [16,235]
+ */
+static const struct fragment_shader_consts bt_601 =
+{
+ {
+ 0.0f, 0.501960784f, 0.501960784f, 0.0f
+ },
+ {
+ 1.0f, 0.0f, 1.371f, 0.0f,
+ 1.0f, -0.336f, -0.698f, 0.0f,
+ 1.0f, 1.732f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ }
+};
+
+/*
+ * Converts ITU-R BT.601 YCbCr pixels to RGB pixels where:
+ * Y is in [16,235], Cb and Cr are in [16,240]
+ * R, G, and B are in [0,255]
+ */
+static const struct fragment_shader_consts bt_601_full =
+{
+ {
+ 0.062745098f, 0.501960784f, 0.501960784f, 0.0f
+ },
+ {
+ 1.164f, 0.0f, 1.596f, 0.0f,
+ 1.164f, -0.391f, -0.813f, 0.0f,
+ 1.164f, 2.018f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ }
+};
+
+/*
+ * Converts ITU-R BT.709 YCbCr pixels to RGB pixels where:
+ * Y is in [16,235], Cb and Cr are in [16,240]
+ * R, G, and B are in [16,235]
+ */
+static const struct fragment_shader_consts bt_709 =
+{
+ {
+ 0.0f, 0.501960784f, 0.501960784f, 0.0f
+ },
+ {
+ 1.0f, 0.0f, 1.540f, 0.0f,
+ 1.0f, -0.183f, -0.459f, 0.0f,
+ 1.0f, 1.816f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ }
+};
+
+/*
+ * Converts ITU-R BT.709 YCbCr pixels to RGB pixels where:
+ * Y is in [16,235], Cb and Cr are in [16,240]
+ * R, G, and B are in [0,255]
+ */
+const struct fragment_shader_consts bt_709_full =
+{
+ {
+ 0.062745098f, 0.501960784f, 0.501960784f, 0.0f
+ },
+ {
+ 1.164f, 0.0f, 1.793f, 0.0f,
+ 1.164f, -0.213f, -0.534f, 0.0f,
+ 1.164f, 2.115f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ }
+};
+
+static void
+create_vert_shader(struct vl_compositor *c)
+{
+ const unsigned max_tokens = 50;
+
+ struct pipe_shader_state vs;
+ struct tgsi_token *tokens;
+ struct tgsi_header *header;
+
+ struct tgsi_full_declaration decl;
+ struct tgsi_full_instruction inst;
+
+ unsigned ti;
+
+ assert(c);
+
+ tokens = (struct tgsi_token*)MALLOC(max_tokens * sizeof(struct tgsi_token));
+ *(struct tgsi_version*)&tokens[0] = tgsi_build_version();
+ header = (struct tgsi_header*)&tokens[1];
+ *header = tgsi_build_header();
+ *(struct tgsi_processor*)&tokens[2] = tgsi_build_processor(TGSI_PROCESSOR_VERTEX, header);
+
+ ti = 3;
+
+ /*
+ * decl i0 ; Vertex pos
+ * decl i1 ; Vertex texcoords
+ */
+ for (unsigned i = 0; i < 2; i++)
+ {
+ decl = vl_decl_input(i == 0 ? TGSI_SEMANTIC_POSITION : TGSI_SEMANTIC_GENERIC, i, i, i);
+ ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+ }
+
+ /*
+ * decl c0 ; Scaling vector to scale vertex pos rect to destination size
+ * decl c1 ; Translation vector to move vertex pos rect into position
+ * decl c2 ; Scaling vector to scale texcoord rect to source size
+ * decl c3 ; Translation vector to move texcoord rect into position
+ */
+ decl = vl_decl_constants(TGSI_SEMANTIC_GENERIC, 0, 0, 3);
+ ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+
+ /*
+ * decl o0 ; Vertex pos
+ * decl o1 ; Vertex texcoords
+ */
+ for (unsigned i = 0; i < 2; i++)
+ {
+ decl = vl_decl_output(i == 0 ? TGSI_SEMANTIC_POSITION : TGSI_SEMANTIC_GENERIC, i, i, i);
+ ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+ }
+
+ /* decl t0, t1 */
+ decl = vl_decl_temps(0, 1);
+ ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+
+ /*
+ * mad o0, i0, c0, c1 ; Scale and translate unit output rect to destination size and pos
+ * mad o1, i1, c2, c3 ; Scale and translate unit texcoord rect to source size and pos
+ */
+ for (unsigned i = 0; i < 2; ++i)
+ {
+ inst = vl_inst4(TGSI_OPCODE_MAD, TGSI_FILE_OUTPUT, i, TGSI_FILE_INPUT, i, TGSI_FILE_CONSTANT, i * 2, TGSI_FILE_CONSTANT, i * 2 + 1);
+ ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
+ }
+
+ /* end */
+ inst = vl_end();
+ ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
+
+ assert(ti <= max_tokens);
+
+ vs.tokens = tokens;
+ c->vertex_shader = c->pipe->create_vs_state(c->pipe, &vs);
+ FREE(tokens);
+}
+
+static void
+create_frag_shader(struct vl_compositor *c)
+{
+ const unsigned max_tokens = 50;
+
+ struct pipe_shader_state fs;
+ struct tgsi_token *tokens;
+ struct tgsi_header *header;
+
+ struct tgsi_full_declaration decl;
+ struct tgsi_full_instruction inst;
+
+ unsigned ti;
+
+ assert(c);
+
+ tokens = (struct tgsi_token*)MALLOC(max_tokens * sizeof(struct tgsi_token));
+ *(struct tgsi_version*)&tokens[0] = tgsi_build_version();
+ header = (struct tgsi_header*)&tokens[1];
+ *header = tgsi_build_header();
+ *(struct tgsi_processor*)&tokens[2] = tgsi_build_processor(TGSI_PROCESSOR_FRAGMENT, header);
+
+ ti = 3;
+
+ /* decl i0 ; Texcoords for s0 */
+ decl = vl_decl_interpolated_input(TGSI_SEMANTIC_GENERIC, 1, 0, 0, TGSI_INTERPOLATE_LINEAR);
+ ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+
+ /*
+ * decl c0 ; Bias vector for CSC
+ * decl c1-c4 ; CSC matrix c1-c4
+ */
+ decl = vl_decl_constants(TGSI_SEMANTIC_GENERIC, 0, 0, 4);
+ ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+
+ /* decl o0 ; Fragment color */
+ decl = vl_decl_output(TGSI_SEMANTIC_COLOR, 0, 0, 0);
+ ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+
+ /* decl t0 */
+ decl = vl_decl_temps(0, 0);
+ ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+
+ /* decl s0 ; Sampler for tex containing picture to display */
+ decl = vl_decl_samplers(0, 0);
+ ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+
+ /* tex2d t0, i0, s0 ; Read src pixel */
+ inst = vl_tex(TGSI_TEXTURE_2D, TGSI_FILE_TEMPORARY, 0, TGSI_FILE_INPUT, 0, TGSI_FILE_SAMPLER, 0);
+ ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
+
+ /* sub t0, t0, c0 ; Subtract bias vector from pixel */
+ inst = vl_inst3(TGSI_OPCODE_SUB, TGSI_FILE_TEMPORARY, 0, TGSI_FILE_TEMPORARY, 0, TGSI_FILE_CONSTANT, 0);
+ ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
+
+ /*
+ * dp4 o0.x, t0, c1 ; Multiply pixel by the color conversion matrix
+ * dp4 o0.y, t0, c2
+ * dp4 o0.z, t0, c3
+ */
+ for (unsigned i = 0; i < 3; ++i)
+ {
+ inst = vl_inst3(TGSI_OPCODE_DP4, TGSI_FILE_OUTPUT, 0, TGSI_FILE_TEMPORARY, 0, TGSI_FILE_CONSTANT, i + 1);
+ inst.FullDstRegisters[0].DstRegister.WriteMask = TGSI_WRITEMASK_X << i;
+ ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
+ }
+
+ /* end */
+ inst = vl_end();
+ ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
+
+ assert(ti <= max_tokens);
+
+ fs.tokens = tokens;
+ c->fragment_shader = c->pipe->create_fs_state(c->pipe, &fs);
+ FREE(tokens);
+}
+
+static bool
+init_pipe_state(struct vl_compositor *c)
+{
+ struct pipe_sampler_state sampler;
+
+ assert(c);
+
+ c->fb_state.nr_cbufs = 1;
+ c->fb_state.zsbuf = NULL;
+
+ sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.min_img_filter = PIPE_TEX_FILTER_LINEAR;
+ sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
+ sampler.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
+ sampler.compare_mode = PIPE_TEX_COMPARE_NONE;
+ sampler.compare_func = PIPE_FUNC_ALWAYS;
+ sampler.normalized_coords = 1;
+ /*sampler.prefilter = ;*/
+ /*sampler.lod_bias = ;*/
+ /*sampler.min_lod = ;*/
+ /*sampler.max_lod = ;*/
+ /*sampler.border_color[i] = ;*/
+ /*sampler.max_anisotropy = ;*/
+ c->sampler = c->pipe->create_sampler_state(c->pipe, &sampler);
+
+ return true;
+}
+
+static void cleanup_pipe_state(struct vl_compositor *c)
+{
+ assert(c);
+
+ c->pipe->delete_sampler_state(c->pipe, c->sampler);
+}
+
+static bool
+init_shaders(struct vl_compositor *c)
+{
+ assert(c);
+
+ create_vert_shader(c);
+ create_frag_shader(c);
+
+ return true;
+}
+
+static void cleanup_shaders(struct vl_compositor *c)
+{
+ assert(c);
+
+ c->pipe->delete_vs_state(c->pipe, c->vertex_shader);
+ c->pipe->delete_fs_state(c->pipe, c->fragment_shader);
+}
+
+static bool
+init_buffers(struct vl_compositor *c)
+{
+ assert(c);
+
+ /*
+ * Create our vertex buffer and vertex buffer element
+ * VB contains 4 vertices that render a quad covering the entire window
+ * to display a rendered surface
+ * Quad is rendered as a tri strip
+ */
+ c->vertex_bufs[0].stride = sizeof(struct vertex2f);
+ c->vertex_bufs[0].max_index = 3;
+ c->vertex_bufs[0].buffer_offset = 0;
+ c->vertex_bufs[0].buffer = pipe_buffer_create
+ (
+ c->pipe->screen,
+ 1,
+ PIPE_BUFFER_USAGE_VERTEX,
+ sizeof(struct vertex2f) * 4
+ );
+
+ memcpy
+ (
+ pipe_buffer_map(c->pipe->screen, c->vertex_bufs[0].buffer, PIPE_BUFFER_USAGE_CPU_WRITE),
+ surface_verts,
+ sizeof(struct vertex2f) * 4
+ );
+
+ pipe_buffer_unmap(c->pipe->screen, c->vertex_bufs[0].buffer);
+
+ c->vertex_elems[0].src_offset = 0;
+ c->vertex_elems[0].vertex_buffer_index = 0;
+ c->vertex_elems[0].nr_components = 2;
+ c->vertex_elems[0].src_format = PIPE_FORMAT_R32G32_FLOAT;
+
+ /*
+ * Create our texcoord buffer and texcoord buffer element
+ * Texcoord buffer contains the TCs for mapping the rendered surface to the 4 vertices
+ */
+ c->vertex_bufs[1].stride = sizeof(struct vertex2f);
+ c->vertex_bufs[1].max_index = 3;
+ c->vertex_bufs[1].buffer_offset = 0;
+ c->vertex_bufs[1].buffer = pipe_buffer_create
+ (
+ c->pipe->screen,
+ 1,
+ PIPE_BUFFER_USAGE_VERTEX,
+ sizeof(struct vertex2f) * 4
+ );
+
+ memcpy
+ (
+ pipe_buffer_map(c->pipe->screen, c->vertex_bufs[1].buffer, PIPE_BUFFER_USAGE_CPU_WRITE),
+ surface_texcoords,
+ sizeof(struct vertex2f) * 4
+ );
+
+ pipe_buffer_unmap(c->pipe->screen, c->vertex_bufs[1].buffer);
+
+ c->vertex_elems[1].src_offset = 0;
+ c->vertex_elems[1].vertex_buffer_index = 1;
+ c->vertex_elems[1].nr_components = 2;
+ c->vertex_elems[1].src_format = PIPE_FORMAT_R32G32_FLOAT;
+
+ /*
+ * Create our vertex shader's constant buffer
+ * Const buffer contains scaling and translation vectors
+ */
+ c->vs_const_buf.buffer = pipe_buffer_create
+ (
+ c->pipe->screen,
+ 1,
+ PIPE_BUFFER_USAGE_CONSTANT | PIPE_BUFFER_USAGE_DISCARD,
+ sizeof(struct vertex_shader_consts)
+ );
+
+ /*
+ * Create our fragment shader's constant buffer
+ * Const buffer contains the color conversion matrix and bias vectors
+ */
+ c->fs_const_buf.buffer = pipe_buffer_create
+ (
+ c->pipe->screen,
+ 1,
+ PIPE_BUFFER_USAGE_CONSTANT,
+ sizeof(struct fragment_shader_consts)
+ );
+
+ /*
+ * TODO: Refactor this into a seperate function,
+ * allow changing the CSC matrix at runtime to switch between regular & full versions
+ */
+ memcpy
+ (
+ pipe_buffer_map(c->pipe->screen, c->fs_const_buf.buffer, PIPE_BUFFER_USAGE_CPU_WRITE),
+ &bt_601_full,
+ sizeof(struct fragment_shader_consts)
+ );
+
+ pipe_buffer_unmap(c->pipe->screen, c->fs_const_buf.buffer);
+
+ return true;
+}
+
+static void
+cleanup_buffers(struct vl_compositor *c)
+{
+ assert(c);
+
+ for (unsigned i = 0; i < 2; ++i)
+ pipe_buffer_reference(&c->vertex_bufs[i].buffer, NULL);
+
+ pipe_buffer_reference(&c->vs_const_buf.buffer, NULL);
+ pipe_buffer_reference(&c->fs_const_buf.buffer, NULL);
+}
+
+bool vl_compositor_init(struct vl_compositor *compositor, struct pipe_context *pipe)
+{
+ assert(compositor);
+
+ memset(compositor, 0, sizeof(struct vl_compositor));
+
+ compositor->pipe = pipe;
+
+ if (!init_pipe_state(compositor))
+ return false;
+ if (!init_shaders(compositor))
+ {
+ cleanup_pipe_state(compositor);
+ return false;
+ }
+ if (!init_buffers(compositor))
+ {
+ cleanup_shaders(compositor);
+ cleanup_pipe_state(compositor);
+ return false;
+ }
+
+ return true;
+}
+
+void vl_compositor_cleanup(struct vl_compositor *compositor)
+{
+ assert(compositor);
+
+ cleanup_buffers(compositor);
+ cleanup_shaders(compositor);
+ cleanup_pipe_state(compositor);
+}
+
+void vl_compositor_render(struct vl_compositor *compositor,
+ /*struct pipe_texture *backround,
+ struct pipe_video_rect *backround_area,*/
+ struct pipe_texture *src_surface,
+ enum pipe_mpeg12_picture_type picture_type,
+ /*unsigned num_past_surfaces,
+ struct pipe_texture *past_surfaces,
+ unsigned num_future_surfaces,
+ struct pipe_texture *future_surfaces,*/
+ struct pipe_video_rect *src_area,
+ struct pipe_texture *dst_surface,
+ struct pipe_video_rect *dst_area,
+ /*unsigned num_layers,
+ struct pipe_texture *layers,
+ struct pipe_video_rect *layer_src_areas,
+ struct pipe_video_rect *layer_dst_areas*/
+ struct pipe_fence_handle **fence)
+{
+ struct vertex_shader_consts *vs_consts;
+
+ assert(compositor);
+ assert(src_surface);
+ assert(src_area);
+ assert(dst_surface);
+ assert(dst_area);
+ assert(picture_type == PIPE_MPEG12_PICTURE_TYPE_FRAME);
+
+ compositor->fb_state.width = dst_surface->width[0];
+ compositor->fb_state.height = dst_surface->height[0];
+ compositor->fb_state.cbufs[0] = compositor->pipe->screen->get_tex_surface
+ (
+ compositor->pipe->screen,
+ dst_surface,
+ 0, 0, 0, PIPE_BUFFER_USAGE_GPU_READ | PIPE_BUFFER_USAGE_GPU_WRITE
+ );
+
+ compositor->viewport.scale[0] = compositor->fb_state.width;
+ compositor->viewport.scale[1] = compositor->fb_state.height;
+ compositor->viewport.scale[2] = 1;
+ compositor->viewport.scale[3] = 1;
+ compositor->viewport.translate[0] = 0;
+ compositor->viewport.translate[1] = 0;
+ compositor->viewport.translate[2] = 0;
+ compositor->viewport.translate[3] = 0;
+
+ compositor->pipe->set_framebuffer_state(compositor->pipe, &compositor->fb_state);
+ compositor->pipe->set_viewport_state(compositor->pipe, &compositor->viewport);
+ compositor->pipe->bind_sampler_states(compositor->pipe, 1, &compositor->sampler);
+ compositor->pipe->set_sampler_textures(compositor->pipe, 1, &src_surface);
+ compositor->pipe->bind_vs_state(compositor->pipe, compositor->vertex_shader);
+ compositor->pipe->bind_fs_state(compositor->pipe, compositor->fragment_shader);
+ compositor->pipe->set_vertex_buffers(compositor->pipe, 2, compositor->vertex_bufs);
+ compositor->pipe->set_vertex_elements(compositor->pipe, 2, compositor->vertex_elems);
+ compositor->pipe->set_constant_buffer(compositor->pipe, PIPE_SHADER_VERTEX, 0, &compositor->vs_const_buf);
+ compositor->pipe->set_constant_buffer(compositor->pipe, PIPE_SHADER_FRAGMENT, 0, &compositor->fs_const_buf);
+
+ vs_consts = pipe_buffer_map
+ (
+ compositor->pipe->screen,
+ compositor->vs_const_buf.buffer,
+ PIPE_BUFFER_USAGE_CPU_WRITE | PIPE_BUFFER_USAGE_DISCARD
+ );
+
+ vs_consts->dst_scale.x = dst_area->w / (float)compositor->fb_state.cbufs[0]->width;
+ vs_consts->dst_scale.y = dst_area->h / (float)compositor->fb_state.cbufs[0]->height;
+ vs_consts->dst_scale.z = 1;
+ vs_consts->dst_scale.w = 1;
+ vs_consts->dst_trans.x = dst_area->x / (float)compositor->fb_state.cbufs[0]->width;
+ vs_consts->dst_trans.y = dst_area->y / (float)compositor->fb_state.cbufs[0]->height;
+ vs_consts->dst_trans.z = 0;
+ vs_consts->dst_trans.w = 0;
+
+ vs_consts->src_scale.x = src_area->w / (float)src_surface->width[0];
+ vs_consts->src_scale.y = src_area->h / (float)src_surface->height[0];
+ vs_consts->src_scale.z = 1;
+ vs_consts->src_scale.w = 1;
+ vs_consts->src_trans.x = src_area->x / (float)src_surface->width[0];
+ vs_consts->src_trans.y = src_area->y / (float)src_surface->height[0];
+ vs_consts->src_trans.z = 0;
+ vs_consts->src_trans.w = 0;
+
+ pipe_buffer_unmap(compositor->pipe->screen, compositor->vs_const_buf.buffer);
+
+ compositor->pipe->draw_arrays(compositor->pipe, PIPE_PRIM_TRIANGLE_STRIP, 0, 4);
+ compositor->pipe->flush(compositor->pipe, PIPE_FLUSH_RENDER_CACHE, fence);
+
+ pipe_surface_reference(&compositor->fb_state.cbufs[0], NULL);
+}