[Mesa-dev] [PATCH 1/4] vl/compositor: move weave shader out from rgb weaving

Christian König deathsimple at vodafone.de
Mon Jul 11 12:14:45 UTC 2016


Am 06.07.2016 um 20:03 schrieb Leo Liu:
> We'll use weave shader in the later patch.
>
> Signed-off-by: Leo Liu <leo.liu at amd.com>

I think I would prefer having a separate component for format conversion 
of video buffers instead of pushing that into the compositor as well. We 
could still share the weave shader in a header file.

But that's only a minor cleanup we can do later on as well.

The patches are Acked-by: Christian König <christian.koenig at amd.com> 
either way.

Regards,
Christian.

> ---
>   src/gallium/auxiliary/vl/vl_compositor.c | 157 ++++++++++++++++---------------
>   src/gallium/auxiliary/vl/vl_compositor.h |   2 +-
>   2 files changed, 83 insertions(+), 76 deletions(-)
>
> diff --git a/src/gallium/auxiliary/vl/vl_compositor.c b/src/gallium/auxiliary/vl/vl_compositor.c
> index 77fc92e..275022b 100644
> --- a/src/gallium/auxiliary/vl/vl_compositor.c
> +++ b/src/gallium/auxiliary/vl/vl_compositor.c
> @@ -126,6 +126,77 @@ create_vert_shader(struct vl_compositor *c)
>   }
>   
>   static void
> +create_frag_shader_weave(struct ureg_program *shader, struct ureg_dst fragment)
> +{
> +   struct ureg_src i_tc[2];
> +   struct ureg_src sampler[3];
> +   struct ureg_dst t_tc[2];
> +   struct ureg_dst t_texel[2];
> +   unsigned i, j;
> +
> +   i_tc[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP, TGSI_INTERPOLATE_LINEAR);
> +   i_tc[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM, TGSI_INTERPOLATE_LINEAR);
> +
> +   for (i = 0; i < 3; ++i)
> +      sampler[i] = ureg_DECL_sampler(shader, i);
> +
> +   for (i = 0; i < 2; ++i) {
> +      t_tc[i] = ureg_DECL_temporary(shader);
> +      t_texel[i] = ureg_DECL_temporary(shader);
> +   }
> +
> +   /* calculate the texture offsets
> +    * t_tc.x = i_tc.x
> +    * t_tc.y = (round(i_tc.y - 0.5) + 0.5) / height * 2
> +    */
> +   for (i = 0; i < 2; ++i) {
> +      ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_X), i_tc[i]);
> +      ureg_SUB(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ),
> +               i_tc[i], ureg_imm1f(shader, 0.5f));
> +      ureg_ROUND(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), ureg_src(t_tc[i]));
> +      ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_W),
> +               ureg_imm1f(shader, i ? 1.0f : 0.0f));
> +      ureg_ADD(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ),
> +               ureg_src(t_tc[i]), ureg_imm1f(shader, 0.5f));
> +      ureg_MUL(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_Y),
> +               ureg_src(t_tc[i]), ureg_scalar(i_tc[0], TGSI_SWIZZLE_W));
> +      ureg_MUL(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_Z),
> +               ureg_src(t_tc[i]), ureg_scalar(i_tc[1], TGSI_SWIZZLE_W));
> +   }
> +
> +   /* fetch the texels
> +    * texel[0..1].x = tex(t_tc[0..1][0])
> +    * texel[0..1].y = tex(t_tc[0..1][1])
> +    * texel[0..1].z = tex(t_tc[0..1][2])
> +    */
> +   for (i = 0; i < 2; ++i)
> +      for (j = 0; j < 3; ++j) {
> +         struct ureg_src src = ureg_swizzle(ureg_src(t_tc[i]),
> +            TGSI_SWIZZLE_X, j ? TGSI_SWIZZLE_Z : TGSI_SWIZZLE_Y, TGSI_SWIZZLE_W, TGSI_SWIZZLE_W);
> +
> +         ureg_TEX(shader, ureg_writemask(t_texel[i], TGSI_WRITEMASK_X << j),
> +                  TGSI_TEXTURE_2D_ARRAY, src, sampler[j]);
> +      }
> +
> +   /* calculate linear interpolation factor
> +    * factor = |round(i_tc.y) - i_tc.y| * 2
> +    */
> +   ureg_ROUND(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ), i_tc[0]);
> +   ureg_ADD(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ),
> +            ureg_src(t_tc[0]), ureg_negate(i_tc[0]));
> +   ureg_MUL(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ),
> +            ureg_abs(ureg_src(t_tc[0])), ureg_imm1f(shader, 2.0f));
> +   ureg_LRP(shader, fragment, ureg_swizzle(ureg_src(t_tc[0]),
> +            TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z),
> +            ureg_src(t_texel[0]), ureg_src(t_texel[1]));
> +
> +   for (i = 0; i < 2; ++i) {
> +      ureg_release_temporary(shader, t_texel[i]);
> +      ureg_release_temporary(shader, t_tc[i]);
> +   }
> +}
> +
> +static void
>   create_frag_shader_csc(struct ureg_program *shader, struct ureg_dst texel,
>   		       struct ureg_dst fragment)
>   {
> @@ -199,86 +270,22 @@ create_frag_shader_video_buffer(struct vl_compositor *c)
>   }
>   
>   static void *
> -create_frag_shader_weave(struct vl_compositor *c)
> +create_frag_shader_weave_rgb(struct vl_compositor *c)
>   {
>      struct ureg_program *shader;
> -   struct ureg_src i_tc[2];
> -   struct ureg_src sampler[3];
> -   struct ureg_dst t_tc[2];
> -   struct ureg_dst t_texel[2];
> -   struct ureg_dst o_fragment;
> -   unsigned i, j;
> +   struct ureg_dst texel, fragment;
>   
>      shader = ureg_create(PIPE_SHADER_FRAGMENT);
>      if (!shader)
>         return false;
>   
> -   i_tc[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP, TGSI_INTERPOLATE_LINEAR);
> -   i_tc[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM, TGSI_INTERPOLATE_LINEAR);
> -
> -   for (i = 0; i < 3; ++i)
> -      sampler[i] = ureg_DECL_sampler(shader, i);
> -
> -   for (i = 0; i < 2; ++i) {
> -      t_tc[i] = ureg_DECL_temporary(shader);
> -      t_texel[i] = ureg_DECL_temporary(shader);
> -   }
> -   o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
> -
> -   /* calculate the texture offsets
> -    * t_tc.x = i_tc.x
> -    * t_tc.y = (round(i_tc.y - 0.5) + 0.5) / height * 2
> -    */
> -   for (i = 0; i < 2; ++i) {
> -      ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_X), i_tc[i]);
> -      ureg_SUB(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ),
> -               i_tc[i], ureg_imm1f(shader, 0.5f));
> -      ureg_ROUND(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), ureg_src(t_tc[i]));
> -      ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_W),
> -               ureg_imm1f(shader, i ? 1.0f : 0.0f));
> -      ureg_ADD(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ),
> -               ureg_src(t_tc[i]), ureg_imm1f(shader, 0.5f));
> -      ureg_MUL(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_Y),
> -               ureg_src(t_tc[i]), ureg_scalar(i_tc[0], TGSI_SWIZZLE_W));
> -      ureg_MUL(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_Z),
> -               ureg_src(t_tc[i]), ureg_scalar(i_tc[1], TGSI_SWIZZLE_W));
> -   }
> -
> -   /* fetch the texels
> -    * texel[0..1].x = tex(t_tc[0..1][0])
> -    * texel[0..1].y = tex(t_tc[0..1][1])
> -    * texel[0..1].z = tex(t_tc[0..1][2])
> -    */
> -   for (i = 0; i < 2; ++i)
> -      for (j = 0; j < 3; ++j) {
> -         struct ureg_src src = ureg_swizzle(ureg_src(t_tc[i]),
> -            TGSI_SWIZZLE_X, j ? TGSI_SWIZZLE_Z : TGSI_SWIZZLE_Y, TGSI_SWIZZLE_W, TGSI_SWIZZLE_W);
> -
> -         ureg_TEX(shader, ureg_writemask(t_texel[i], TGSI_WRITEMASK_X << j),
> -                  TGSI_TEXTURE_2D_ARRAY, src, sampler[j]);
> -      }
> -
> -   /* calculate linear interpolation factor
> -    * factor = |round(i_tc.y) - i_tc.y| * 2
> -    */
> -   ureg_ROUND(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ), i_tc[0]);
> -   ureg_ADD(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ),
> -            ureg_src(t_tc[0]), ureg_negate(i_tc[0]));
> -   ureg_MUL(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ),
> -            ureg_abs(ureg_src(t_tc[0])), ureg_imm1f(shader, 2.0f));
> -   ureg_LRP(shader, t_texel[0], ureg_swizzle(ureg_src(t_tc[0]),
> -            TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z),
> -            ureg_src(t_texel[0]), ureg_src(t_texel[1]));
> +   texel = ureg_DECL_temporary(shader);
> +   fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
>   
> -   /* and finally do colour space transformation
> -    * fragment = csc * texel
> -    */
> -   create_frag_shader_csc(shader, t_texel[0], o_fragment);
> +   create_frag_shader_weave(shader, texel);
> +   create_frag_shader_csc(shader, texel, fragment);
>   
> -   for (i = 0; i < 2; ++i) {
> -      ureg_release_temporary(shader, t_texel[i]);
> -      ureg_release_temporary(shader, t_tc[i]);
> -   }
> +   ureg_release_temporary(shader, texel);
>   
>      ureg_END(shader);
>   
> @@ -378,8 +385,8 @@ init_shaders(struct vl_compositor *c)
>         return false;
>      }
>   
> -   c->fs_weave = create_frag_shader_weave(c);
> -   if (!c->fs_weave) {
> +   c->fs_weave_rgb = create_frag_shader_weave_rgb(c);
> +   if (!c->fs_weave_rgb) {
>         debug_printf("Unable to create YCbCr-to-RGB weave fragment shader.\n");
>         return false;
>      }
> @@ -411,7 +418,7 @@ static void cleanup_shaders(struct vl_compositor *c)
>   
>      c->pipe->delete_vs_state(c->pipe, c->vs);
>      c->pipe->delete_fs_state(c->pipe, c->fs_video_buffer);
> -   c->pipe->delete_fs_state(c->pipe, c->fs_weave);
> +   c->pipe->delete_fs_state(c->pipe, c->fs_weave_rgb);
>      c->pipe->delete_fs_state(c->pipe, c->fs_palette.yuv);
>      c->pipe->delete_fs_state(c->pipe, c->fs_palette.rgb);
>      c->pipe->delete_fs_state(c->pipe, c->fs_rgba);
> @@ -971,7 +978,7 @@ vl_compositor_set_buffer_layer(struct vl_compositor_state *s,
>         float half_a_line = 0.5f / s->layers[layer].zw.y;
>         switch(deinterlace) {
>         case VL_COMPOSITOR_WEAVE:
> -         s->layers[layer].fs = c->fs_weave;
> +         s->layers[layer].fs = c->fs_weave_rgb;
>            break;
>   
>         case VL_COMPOSITOR_BOB_TOP:
> diff --git a/src/gallium/auxiliary/vl/vl_compositor.h b/src/gallium/auxiliary/vl/vl_compositor.h
> index 12976fc..3f81bc9 100644
> --- a/src/gallium/auxiliary/vl/vl_compositor.h
> +++ b/src/gallium/auxiliary/vl/vl_compositor.h
> @@ -113,7 +113,7 @@ struct vl_compositor
>   
>      void *vs;
>      void *fs_video_buffer;
> -   void *fs_weave;
> +   void *fs_weave_rgb;
>      void *fs_rgba;
>   
>      struct {



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