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/**************************************************************************
*
* Copyright 2009 Younes Manton.
* All Rights Reserved.
*
* 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.
*
**************************************************************************/
#include "vl_compositor.h"
#include <assert.h>
#include <pipe/p_context.h>
#include <util/u_inlines.h>
#include <tgsi/tgsi_parse.h>
#include <tgsi/tgsi_build.h>
#include <util/u_memory.h>
#include "vl_csc.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
{
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;
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;
unsigned i;
assert(c);
tokens = (struct tgsi_token*)MALLOC(max_tokens * sizeof(struct tgsi_token));
header = (struct tgsi_header*)&tokens[0];
*header = tgsi_build_header();
*(struct tgsi_processor*)&tokens[1] = tgsi_build_processor(TGSI_PROCESSOR_VERTEX, header);
ti = 2;
/*
* decl i0 ; Vertex pos
* decl i1 ; Vertex texcoords
*/
for (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 (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 (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;
unsigned i;
assert(c);
tokens = (struct tgsi_token*)MALLOC(max_tokens * sizeof(struct tgsi_token));
header = (struct tgsi_header*)&tokens[0];
*header = tgsi_build_header();
*(struct tgsi_processor*)&tokens[1] = tgsi_build_processor(TGSI_PROCESSOR_FRAGMENT, header);
ti = 2;
/* 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-c3 ; CSC matrix c0-c3
*/
decl = vl_decl_constants(TGSI_SEMANTIC_GENERIC, 0, 0, 3);
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);
/*
* dp4 o0.x, t0, c0 ; Multiply pixel by the color conversion matrix
* dp4 o0.y, t0, c1
* dp4 o0.z, t0, c2
* dp4 o0.w, t0, c3
*/
for (i = 0; i < 4; ++i) {
inst = vl_inst3(TGSI_OPCODE_DP4, TGSI_FILE_OUTPUT, 0, TGSI_FILE_TEMPORARY, 0, TGSI_FILE_CONSTANT, i);
inst.Dst[0].Register.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.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)
{
struct fragment_shader_consts fsc;
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].instance_divisor = 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].instance_divisor = 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 = 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 = pipe_buffer_create
(
c->pipe->screen,
1,
PIPE_BUFFER_USAGE_CONSTANT,
sizeof(struct fragment_shader_consts)
);
vl_csc_get_matrix(VL_CSC_COLOR_STANDARD_IDENTITY, NULL, true, fsc.matrix);
vl_compositor_set_csc_matrix(c, fsc.matrix);
return true;
}
static void
cleanup_buffers(struct vl_compositor *c)
{
unsigned i;
assert(c);
for (i = 0; i < 2; ++i)
pipe_buffer_reference(&c->vertex_bufs[i].buffer, NULL);
pipe_buffer_reference(&c->vs_const_buf, NULL);
pipe_buffer_reference(&c->fs_const_buf, 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->width0;
compositor->fb_state.height = dst_surface->height0;
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->scissor.maxx = compositor->fb_state.width;
compositor->scissor.maxy = compositor->fb_state.height;
compositor->pipe->set_framebuffer_state(compositor->pipe, &compositor->fb_state);
compositor->pipe->set_viewport_state(compositor->pipe, &compositor->viewport);
compositor->pipe->set_scissor_state(compositor->pipe, &compositor->scissor);
compositor->pipe->bind_fragment_sampler_states(compositor->pipe, 1, &compositor->sampler);
compositor->pipe->set_fragment_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,
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->width0;
vs_consts->src_scale.y = src_area->h / (float)src_surface->height0;
vs_consts->src_scale.z = 1;
vs_consts->src_scale.w = 1;
vs_consts->src_trans.x = src_area->x / (float)src_surface->width0;
vs_consts->src_trans.y = src_area->y / (float)src_surface->height0;
vs_consts->src_trans.z = 0;
vs_consts->src_trans.w = 0;
pipe_buffer_unmap(compositor->pipe->screen, compositor->vs_const_buf);
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);
}
void vl_compositor_set_csc_matrix(struct vl_compositor *compositor, const float *mat)
{
assert(compositor);
memcpy
(
pipe_buffer_map(compositor->pipe->screen, compositor->fs_const_buf, PIPE_BUFFER_USAGE_CPU_WRITE),
mat,
sizeof(struct fragment_shader_consts)
);
pipe_buffer_unmap(compositor->pipe->screen, compositor->fs_const_buf);
}
|