<div dir="ltr"><br><div class="gmail_extra"><br><div class="gmail_quote">On Thu, Oct 2, 2014 at 3:21 PM, Derek Foreman <span dir="ltr"><<a href="mailto:derekf@osg.samsung.com" target="_blank">derekf@osg.samsung.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><span class="">On 02/10/14 02:37 PM, Jason Ekstrand wrote:<br>
><br>
> On Oct 2, 2014 12:37 AM, "Pekka Paalanen" <<a href="mailto:ppaalanen@gmail.com">ppaalanen@gmail.com</a><br>
</span><span class="">> <mailto:<a href="mailto:ppaalanen@gmail.com">ppaalanen@gmail.com</a>>> wrote:<br>
>><br>
>> On Wed, 1 Oct 2014 18:09:32 -0700<br>
</span><span class="">>> Jason Ekstrand <<a href="mailto:jason@jlekstrand.net">jason@jlekstrand.net</a> <mailto:<a href="mailto:jason@jlekstrand.net">jason@jlekstrand.net</a>>> wrote:<br>
>><br>
>> > Allow me to chip in here. Sorry that I haven't had a chance to<br>
> really look<br>
>> > over things carefully. I have been reading this thread, just<br>
> haven't had a<br>
>> > chance to respond.<br>
>> ><br>
>> > On Wed, Oct 1, 2014 at 12:41 AM, Pekka Paalanen <<a href="mailto:ppaalanen@gmail.com">ppaalanen@gmail.com</a><br>
</span><span class="">> <mailto:<a href="mailto:ppaalanen@gmail.com">ppaalanen@gmail.com</a>>> wrote:<br>
>> ><br>
>> > > On Tue, 30 Sep 2014 14:35:24 -0500<br>
>> > > Derek Foreman <<a href="mailto:derekf@osg.samsung.com">derekf@osg.samsung.com</a><br>
</span><div><div class="h5">> <mailto:<a href="mailto:derekf@osg.samsung.com">derekf@osg.samsung.com</a>>> wrote:<br>
>> > ><br>
>> > > > Thanks for taking a look!<br>
>> > > ><br>
>> > > > On 26/09/14 05:48 PM, Bill Spitzak wrote:<br>
>> > > > > 90 degree rotation about x or y will require filtering.<br>
>> > > ><br>
>> > > > Yup, you're right.<br>
>> > > ><br>
>> > > > > You test y scale twice, must be a typo. I think you intended<br>
> to test z,<br>
>> > > > > but in fact z scale is not relevant so you should not test it<br>
> at all.<br>
>> > > ><br>
>> > > > Argh - thanks. Why isn't Z scale relevant? I'm worried about<br>
> making<br>
>> > > > assumptions about the transformations these matrices represent and<br>
>> > > > having those assumptions violated in the future... For Z not to<br>
> matter<br>
>> > > > are we assuming projection will always be orthographic?<br>
>> > ><br>
>> > > Weston never uses the final Z coordinate for anything, so in that<br>
> sense<br>
>> > > it is always orthographic. Essentially, we could just do with 3x3<br>
>> > > matrices perfectly fine. 3x3 supports 2D-projective which is enough to<br>
>> > > implement fake-3D effects like<br>
>> > > <a href="http://people.collabora.com/~pq/rotate3d-fun.webm" target="_blank">http://people.collabora.com/~pq/rotate3d-fun.webm</a><br>
>> > > (The gl-renderer does not route the W element at all, I had to patch<br>
>> > > that. Pixman-renderer OTOH just worked.)<br>
>> > ><br>
>> > > Weston also hardcodes the input Z coordinate always to 0, no matter<br>
>> > > which way you are going between buffer and output spaces.<br>
>> > ><br>
>> > > I suppose the 4x4 matrix was originally chosen to fit the OpenGL API.<br>
>> > > And maybe with some speculation about a desktop cube implementation or<br>
>> > > something, but I don't really see the cube or such coming, not as a<br>
>> > > generic thing anyway as only the gl-renderer could support it with<br>
>> > > true 3D space.<br>
>> > ><br>
>> > > > > Translation by non-integer will also require filtering.<br>
>> > > ><br>
>> > > > Good point.<br>
>> > > ><br>
>> > > > > I recommend instead of checking the rotation to instead look<br>
> for zeros<br>
>> > > > > in the correct locations in the matrix. Matrix must be of the<br>
> form:<br>
>> > > > ><br>
>> > > > > |sx 0 0 tx|<br>
>> > > > > |0 sy 0 ty|<br>
>> > > > > |? ? ? ?|<br>
>> > > > > |0 0 0 1|<br>
>> > > > ><br>
>> > > > > or<br>
>> > > > ><br>
>> > > > > |0 sx 0 tx|<br>
>> > > > > |sy 0 0 ty|<br>
>> > > > > |? ? ? ?|<br>
>> > > > > |0 0 0 1|<br>
>> > > > ><br>
>> > > > > sx and sy must be ±1, and tx and ty must be integers. The ?<br>
> can be any<br>
>> > > > > value.<br>
>> > > ><br>
>> > > > That could save us the very expensive matrix decomposition.<br>
> I'll try<br>
>> > > > this out. Thanks.<br>
>> > > ><br>
>> > > > I think this may be better than decomposition for deciding to<br>
> use video<br>
>> > > > planes in compositor-drm as well.<br>
>> > > ><br>
>> > > > (In fact, you've got me wondering if we ever need to split a<br>
> matrix into<br>
>> > > > basic transformations at all...)<br>
>> > ><br>
>> > > I'd be wondering about that, too. My intuition would say there is no<br>
>> > > need to really decompose. Just checking the elements should suffice,<br>
>> > > and when the matrix is supportable for whatever, then you pick the<br>
>> > > right elements (which is a bit like decomposition, but no need to be<br>
>> > > generic at all).<br>
>> > ><br>
>> ><br>
>> > Yeah, I'm not convinced we need to be able to do a full decomposition<br>
>> > either. My original intention was something like this:<br>
>> ><br>
>> > bool<br>
>> > weston_matrix_to_integer_transform(const weston_matrix *mat, enum<br>
>> > wl_output_transform& transform, int *scale, int *x, int *y)<br>
>><br>
>> Why would there be 'transform' parameter? That implies that the matrix<br>
>> is not really the total transformation, which I find odd here.<br>
>><br>
>> (Total transformation is between buffer pixel coords and output/scanout<br>
>> pixel coords, i.e. buffer-to-output.)<br>
<br>
</div></div>btw, what exactly is the buffer-to-output transform? I think in the<br>
pixman renderer that's already calculated in a convenient location (in<br>
"matrix" in repaint_region()<br></blockquote><div><br></div><div>We create it here, among other things:<br><br><a href="https://github.com/ManMower/weston/blob/transforms/src/pixman-renderer.c#L213">https://github.com/ManMower/weston/blob/transforms/src/pixman-renderer.c#L213</a><br><br></div><div>Basically, it's just the full transformation from buffer pixels to output pixels. If that's not scaled or rotated, we want NEAREST filtering.<br></div><div> </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
<br>
For gl-renderer, I suspect I need to build it myself in draw_view():<br>
weston_matrix_init(&foo);<br>
weston_matrix_multiply(&foo, &ev->surface->buffer_to_surface_matrix);<br>
if (ev->transform.enabled)<br>
weston_matrix_multiply(&foo, &ev->transform.matrix)<br>
weston_matrix_multiply(&foo, &output->matrix);<br>
<br>
Is that right? Do I have the order backwards?<br>
<br>
I'd like to test just that one matrix and no additional if<br>
(ev->tranform.enabled) etc to decide on whether to use linear or nearest...<br>
<span class=""><br>
> I'm sorry I mistyped but I meant the transform to be an output<br>
> parameter. That way you know of the matrix is a 90-degree rotation or<br>
> flip. Not sure if this is needed but for figuring out GL_LINEAR vs<br>
> GL_NEAREST we don't want to fail if there is a 90-degree rotation.<br>
>><br>
>> > (do we use "bool" in weston? Maybe just return int). We may need<br>
<br>
</span>I'm kind of interested in the answer to the question "do we use bool in<br>
weston?" - It's used in some places and not others - do we care? :)<br>
<span class=""><br>
> both x<br>
>> > and y scales and it may be useful to get those as floats. I'm not<br>
> sure on<br>
>> > that. Pekka, what would the RPi backend use?<br>
>><br>
>> The rpi-renderer uses pretty much the same as what DRM planes/overlays<br>
>> offer wrt. coordinates, IIRC: integer position and size on the output,<br>
>> and 16.16 fixed point position and size on input (buffer).<br>
>><br>
>> Whether scaling factor is integer or not is irrelevant there. I do not<br>
>> recall there being an option for sampling (nearest/linear/...) in<br>
>> either DispmanX nor DRM.<br>
<br>
</span>I think rpi has horizontal and vertical flip capabilities as well?<br>
<br>
I don't think that's exposed by drmModeSetPlane.<br></blockquote><div><br></div><div>Exactly. The matrix decompose function should provide enough information to figure out this stuff.<br></div><div> </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
<span class=""><br>
>> > Basically, we want to be<br>
>> > able to do 2 things: First, detect if it's an entirely integer transform<br>
>> > and use GL_NEAREST instead of GL_LINEAR and second, know how to flip the<br>
>> > surface around in cases when we can do some simple transformations but<br>
>> > can't do an arbitrary matrix transformation. One example here is DRM<br>
>> > planes. We can only use a plane when there's no scale and the<br>
>> > buffer-to-output transform has no rotation. We need to check for that<br>
>> > condition and then pull the needed data out.<br>
>><br>
>> I think DRM planes do handle at least limited scaling, as do DispmanX<br>
>> (IIRC something like if scaling to less than 1/8 you take an<br>
>> additional performance hit, or other funny effects) also.<br>
>><br>
>> We may not know all the limitations of a DRM plane in advance, so we<br>
>> only need to make sure it can fit through the KMS API, and then the<br>
>> kernel will reject it if it violates some hw-specific restrictions.<br>
>> (Fallback will be implemented in Weston when atomic/nuclear support<br>
>> arrives.)<br>
><br>
> Yes, but we probably want to use the above function and then check that<br>
> transform == WL_OUTPUT_TRANSFORM_NORMAL. In any case, having some idea<br>
> of the rotation is probably needed. (I don't know that much about KMS).<br>
<br>
</span>I think we need to transform the points by the buffer-to-output matrix<br>
in order to create the destination x, y, width and height if we can<br>
successfully put something in a plane - might it be easier to do that<br>
transformation unconditionally and then test the results for viability?<br></blockquote><div><br></div><div>We should also be able to pick that information directly out of the matrix. The (0, 0) point gets transformed to the top two entries on the right hand side divided by the lower right hand corner.<br></div><div> </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
<br>
(ie: for drm test that the output rect is axis aligned, no flips. for<br>
rpi, axis aligned but flips are ok and result in slight additional setup.)<br>
<br>
That would leave the the test for linear vs nearest in a separate<br>
function (much like the one Bill described)<br></blockquote><div><br></div><div>Eh, I think the ability to pull out the transform is useful. Also, once you've gone to all the work to check if you can do it, doing it shouldn't be hard.<br><br></div><div>--Jason<br></div><div> </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
<span class=""><br>
>><br>
>> > Point is, we don't need a full matrix decomposition. Also, it's worth<br>
>> > throwing out there that the caching probably doesn't help us at all<br>
> because<br>
>> > we're going to usually be calling this on freshly computed matrices<br>
> such as<br>
>> > the above mentioned buffer-to-output transform.<br>
>> ><br>
>> > Does that make sense?<br>
>><br>
>> Yes, to me at least.<br>
>><br>
>> Futhermore, if you wanted to cache the buffer-to-output matrix, you<br>
>> would end up with number_of_views * number_of_outputs matrices to be<br>
>> cached. The buffer-to-global per-view matrix might not change too<br>
>> often, but we tend to paint outputs in turns, which means doing just<br>
>> per-view cached total matrix is a waste.<br>
>><br>
>> So you might have buffer-to-surface matrix in weston_surface, then<br>
>> buffer-to-global matrix cached in weston_view. I'm not sure it makes<br>
>> sense to cache buffer-to-output anywhere.<br>
<br>
</span>Right - I think we all agree that:<br>
Full decomposition is a waste of time (whether or not I try to cache the<br>
decomposition results)<br>
<br>
Caching buffer-to-output matrices is also not a win.<br>
<br>
<br>
</blockquote></div><br></div></div>