[Mesa-dev] [PATCH 1/2] vl: add a bicubic interpolation filter(v4)

Grigori Goronzy greg at chown.ath.cx
Tue Jun 28 12:50:55 UTC 2016


On 2016-06-28 11:25, Nayan Deshmukh wrote:
> This is a shader based bicubic interpolater which uses cubic
> Hermite spline algorithm.
> 
> v2: set dst_area and dst_clip during scaling (Christian)
> v3: clear the render target before rendering
> v4: intialize offsets while initializing shaders
>     use a constant buffer to send dst_size to frag shader
>     small changes to reduce calculation in shader
> 
> Signed-off-by: Nayan Deshmukh <nayan26deshmukh at gmail.com>
> ---
>  src/gallium/auxiliary/Makefile.sources       |   2 +
>  src/gallium/auxiliary/vl/vl_bicubic_filter.c | 465 
> +++++++++++++++++++++++++++
>  src/gallium/auxiliary/vl/vl_bicubic_filter.h |  63 ++++
>  3 files changed, 530 insertions(+)
>  create mode 100644 src/gallium/auxiliary/vl/vl_bicubic_filter.c
>  create mode 100644 src/gallium/auxiliary/vl/vl_bicubic_filter.h
> 
> diff --git a/src/gallium/auxiliary/Makefile.sources
> b/src/gallium/auxiliary/Makefile.sources
> index ab58358..e0311bf 100644
> --- a/src/gallium/auxiliary/Makefile.sources
> +++ b/src/gallium/auxiliary/Makefile.sources
> @@ -317,6 +317,8 @@ NIR_SOURCES := \
>  	nir/tgsi_to_nir.h
> 
>  VL_SOURCES := \
> +	vl/vl_bicubic_filter.c \
> +	vl/vl_bicubic_filter.h \
>  	vl/vl_compositor.c \
>  	vl/vl_compositor.h \
>  	vl/vl_csc.c \
> diff --git a/src/gallium/auxiliary/vl/vl_bicubic_filter.c
> b/src/gallium/auxiliary/vl/vl_bicubic_filter.c
> new file mode 100644
> index 0000000..396e76d
> --- /dev/null
> +++ b/src/gallium/auxiliary/vl/vl_bicubic_filter.c
> @@ -0,0 +1,465 @@
> +/**************************************************************************
> + *
> + * Copyright 2016 Nayan Deshmukh.
> + * 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 VMWARE 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 <stdio.h>
> +
> +#include "pipe/p_context.h"
> +
> +#include "tgsi/tgsi_ureg.h"
> +
> +#include "util/u_draw.h"
> +#include "util/u_memory.h"
> +#include "util/u_math.h"
> +#include "util/u_rect.h"
> +
> +#include "vl_types.h"
> +#include "vl_vertex_buffers.h"
> +#include "vl_bicubic_filter.h"
> +
> +enum VS_OUTPUT
> +{
> +   VS_O_VPOS = 0,
> +   VS_O_VTEX = 0
> +};
> +
> +static void *
> +create_vert_shader(struct vl_bicubic_filter *filter)
> +{
> +   struct ureg_program *shader;
> +   struct ureg_src i_vpos;
> +   struct ureg_dst o_vpos, o_vtex;
> +
> +   shader = ureg_create(PIPE_SHADER_VERTEX);
> +   if (!shader)
> +      return NULL;
> +
> +   i_vpos = ureg_DECL_vs_input(shader, 0);
> +   o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, 
> VS_O_VPOS);
> +   o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, 
> VS_O_VTEX);
> +
> +   ureg_MOV(shader, o_vpos, i_vpos);
> +   ureg_MOV(shader, o_vtex, i_vpos);
> +
> +   ureg_END(shader);
> +
> +   return ureg_create_shader_and_destroy(shader, filter->pipe);
> +}
> +
> +static void
> +create_frag_shader_cubic_interpolater(struct ureg_program *shader,
> struct ureg_src tex_a,
> +                                      struct ureg_src tex_b, struct
> ureg_src tex_c,
> +                                      struct ureg_src tex_d, struct 
> ureg_src t,
> +                                      struct ureg_dst o_fragment)
> +{
> +   struct ureg_dst temp[11];
> +   struct ureg_dst t_2;
> +   unsigned i;
> +
> +   for(i = 0; i < 11; ++i)
> +       temp[i] = ureg_DECL_temporary(shader);
> +   t_2 = ureg_DECL_temporary(shader);
> +
> +   /*
> +    * |temp[0]|   |  0  2  0  0 |  |tex_a|
> +    * |temp[1]| = | -1  0  1  0 |* |tex_b|
> +    * |temp[2]|   |  2 -5  4 -1 |  |tex_c|
> +    * |temp[3]|   | -1  3 -3  1 |  |tex_d|
> +    */
> +   ureg_MUL(shader, temp[0], tex_b, ureg_imm1f(shader, 2.0f));
> +
> +   ureg_MUL(shader, temp[1], tex_a, ureg_imm1f(shader, -1.0f));
> +   ureg_MAD(shader, temp[1], tex_c, ureg_imm1f(shader, 1.0f),
> +            ureg_src(temp[1]));
> +
> +   ureg_MUL(shader, temp[2], tex_a, ureg_imm1f(shader, 2.0f));
> +   ureg_MAD(shader, temp[2], tex_b, ureg_imm1f(shader, -5.0f),
> +            ureg_src(temp[2]));
> +   ureg_MAD(shader, temp[2], tex_c, ureg_imm1f(shader, 4.0f),
> +            ureg_src(temp[2]));
> +   ureg_MAD(shader, temp[2], tex_d, ureg_imm1f(shader, -1.0f),
> +             ureg_src(temp[2]));
> +
> +   ureg_MUL(shader, temp[3], tex_a, ureg_imm1f(shader, -1.0f));
> +   ureg_MAD(shader, temp[3], tex_b, ureg_imm1f(shader, 3.0f),
> +            ureg_src(temp[3]));
> +   ureg_MAD(shader, temp[3], tex_c, ureg_imm1f(shader, -3.0f),
> +            ureg_src(temp[3]));
> +   ureg_MAD(shader, temp[3], tex_d, ureg_imm1f(shader, 1.0f),
> +            ureg_src(temp[3]));
> +
> +   /*
> +    * t_2 = t*t
> +    * o_fragment = 0.5*|1  t  t^2  t^3|*|temp[0]|
> +    *                                   |temp[1]|
> +    *                                   |temp[2]|
> +    *                                   |temp[3]|
> +    */
> +
> +   ureg_MUL(shader, t_2, t, t);
> +   ureg_MUL(shader, temp[4], ureg_src(t_2), t);
> +
> +   ureg_MUL(shader, temp[4], ureg_src(temp[4]),
> +            ureg_src(temp[3]));
> +   ureg_MUL(shader, temp[5], ureg_src(t_2),
> +            ureg_src(temp[2]));
> +   ureg_MUL(shader, temp[6], t,
> +            ureg_src(temp[1]));
> +   ureg_MUL(shader, temp[7], ureg_imm1f(shader, 1.0f),
> +            ureg_src(temp[0]));
> +   ureg_ADD(shader, temp[8], ureg_src(temp[4]),
> +            ureg_src(temp[5]));
> +   ureg_ADD(shader, temp[9], ureg_src(temp[6]),
> +            ureg_src(temp[7]));
> +
> +   ureg_ADD(shader, temp[10], ureg_src(temp[8]),
> +            ureg_src(temp[9]));
> +   ureg_MUL(shader, o_fragment, ureg_src(temp[10]),
> +            ureg_imm1f(shader, 0.5f));
> +
> +
> +   for(i = 0; i < 11; ++i)
> +       ureg_release_temporary(shader, temp[i]);
> +   ureg_release_temporary(shader, t_2);
> +}
> +
> +static void *
> +create_frag_shader(struct vl_bicubic_filter *filter, unsigned 
> video_width,
> +                   unsigned video_height, struct vertex2f *offsets)
> +{
> +   struct pipe_screen *screen = filter->pipe->screen;
> +   struct ureg_program *shader;
> +   struct ureg_src i_vtex, vtex;
> +   struct ureg_src sampler;
> +   struct ureg_src dst_size;
> +   struct ureg_dst t_array[23];
> +   struct ureg_dst o_fragment;
> +   struct ureg_dst t;
> +   unsigned i;
> +
> +   if (screen->get_shader_param(
> +      screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_TEMPS) < 23) {
> +
> +      return NULL;
> +   }
> +
> +   shader = ureg_create(PIPE_SHADER_FRAGMENT);
> +   if (!shader) {
> +      return NULL;
> +   }
> +
> +   i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC,
> VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
> +   sampler = ureg_DECL_sampler(shader, 0);
> +
> +   for (i = 0; i < 23; ++i)
> +      t_array[i] = ureg_DECL_temporary(shader);
> +   t = ureg_DECL_temporary(shader);
> +
> +   dst_size = ureg_DECL_constant(shader, 0);
> +   o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
> +
> +   /*
> +    * temp = (i_vtex - (0.5/dst_size)) * i_size)
> +    * t = frac(temp)
> +    * vtex = floor(i_vtex)/i_size
> +    */
> +   ureg_DIV(shader, ureg_writemask(t_array[21], TGSI_WRITEMASK_XY),
> +            ureg_imm1f(shader, 0.5f), dst_size);
> +   ureg_SUB(shader, ureg_writemask(t_array[21], TGSI_WRITEMASK_XY),
> +            i_vtex, ureg_src(t_array[21]));
> +   ureg_MUL(shader, ureg_writemask(t_array[22], TGSI_WRITEMASK_XY),
> +            ureg_src(t_array[21]), ureg_imm2f(shader, video_width,
> video_height));
> +   ureg_FRC(shader, ureg_writemask(t, TGSI_WRITEMASK_XY),
> +            ureg_src(t_array[22]));
> +
> +   ureg_FLR(shader, ureg_writemask(t_array[22], TGSI_WRITEMASK_XY),
> +            ureg_src(t_array[22]));
> +   ureg_DIV(shader, ureg_writemask(t_array[22], TGSI_WRITEMASK_XY),
> +            ureg_src(t_array[22]), ureg_imm2f(shader, video_width,
> video_height));
> +
> +   /*
> +    * t_array[0..*] = vtex + offset[0..*]
> +    * t_array[0..*] = tex(t_array[0..*], sampler)
> +    * t_array[16+i] = cubic_interpolate(t_array[4*i..4*i+3], t_x)
> +    * o_fragment = cubic_interpolate(t_array[16..19], t_y)
> +    */
> +   vtex = ureg_src(t_array[22]);
> +   for (i = 0; i < 16; ++i) {
> +        ureg_ADD(shader, ureg_writemask(t_array[i], 
> TGSI_WRITEMASK_XY),
> +                  vtex, ureg_imm2f(shader, offsets[i].x, 
> offsets[i].y));
> +        ureg_MOV(shader, ureg_writemask(t_array[i], 
> TGSI_WRITEMASK_ZW),
> +                  ureg_imm1f(shader, 0.0f));
> +   }
> +
> +   for (i = 0; i < 16; ++i) {
> +      ureg_TEX(shader, t_array[i], TGSI_TEXTURE_2D,
> ureg_src(t_array[i]), sampler);
> +   }
> +

Sampling is slow. Maybe you can use GATHER4 here to speed it up? This is 
just a suggestion, it could be addressed in a follow-up patch.

Grigori

> +   for(i = 0; i < 4; ++i)
> +      create_frag_shader_cubic_interpolater(shader, 
> ureg_src(t_array[4*i]),
> +              ureg_src(t_array[4*i+1]), ureg_src(t_array[4*i+2]),
> ureg_src(t_array[4*i+3]),
> +              ureg_scalar(ureg_src(t), TGSI_SWIZZLE_X), 
> t_array[16+i]);
> +
> +   create_frag_shader_cubic_interpolater(shader, 
> ureg_src(t_array[16]),
> +            ureg_src(t_array[17]), ureg_src(t_array[18]),
> ureg_src(t_array[19]),
> +            ureg_scalar(ureg_src(t), TGSI_SWIZZLE_Y), o_fragment);
> +
> +   for(i = 0; i < 23; ++i)
> +       ureg_release_temporary(shader, t_array[i]);
> +   ureg_release_temporary(shader, t);
> +
> +   ureg_END(shader);
> +
> +   return ureg_create_shader_and_destroy(shader, filter->pipe);
> +}
> +
> +bool
> +vl_bicubic_filter_init(struct vl_bicubic_filter *filter, struct
> pipe_context *pipe,
> +                      unsigned width, unsigned height)
> +{
> +   struct pipe_rasterizer_state rs_state;
> +   struct pipe_blend_state blend;
> +   struct vertex2f *offsets = NULL;
> +   struct pipe_sampler_state sampler;
> +   struct pipe_vertex_element ve;
> +   unsigned i;
> +
> +   assert(filter && pipe);
> +   assert(width && height);
> +
> +   memset(filter, 0, sizeof(*filter));
> +   filter->pipe = pipe;
> +
> +   memset(&rs_state, 0, sizeof(rs_state));
> +   rs_state.half_pixel_center = true;
> +   rs_state.bottom_edge_rule = true;
> +   rs_state.depth_clip = 1;
> +   filter->rs_state = pipe->create_rasterizer_state(pipe, &rs_state);
> +   if (!filter->rs_state)
> +      goto error_rs_state;
> +
> +   memset(&blend, 0, sizeof blend);
> +   blend.rt[0].rgb_func = PIPE_BLEND_ADD;
> +   blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
> +   blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ONE;
> +   blend.rt[0].alpha_func = PIPE_BLEND_ADD;
> +   blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
> +   blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ONE;
> +   blend.logicop_func = PIPE_LOGICOP_CLEAR;
> +   blend.rt[0].colormask = PIPE_MASK_RGBA;
> +   filter->blend = pipe->create_blend_state(pipe, &blend);
> +   if (!filter->blend)
> +      goto error_blend;
> +
> +   memset(&sampler, 0, sizeof(sampler));
> +   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_NEAREST;
> +   sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
> +   sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
> +   sampler.compare_mode = PIPE_TEX_COMPARE_NONE;
> +   sampler.compare_func = PIPE_FUNC_ALWAYS;
> +   sampler.normalized_coords = 1;
> +   filter->sampler = pipe->create_sampler_state(pipe, &sampler);
> +   if (!filter->sampler)
> +      goto error_sampler;
> +
> +   filter->quad = vl_vb_upload_quads(pipe);
> +   if(!filter->quad.buffer)
> +      goto error_quad;
> +
> +   memset(&ve, 0, sizeof(ve));
> +   ve.src_offset = 0;
> +   ve.instance_divisor = 0;
> +   ve.vertex_buffer_index = 0;
> +   ve.src_format = PIPE_FORMAT_R32G32_FLOAT;
> +   filter->ves = pipe->create_vertex_elements_state(pipe, 1, &ve);
> +   if (!filter->ves)
> +      goto error_ves;
> +
> +   offsets = MALLOC(sizeof(struct vertex2f) * 16);
> +   if (!offsets)
> +      goto error_offsets;
> +
> +   offsets[0].x = -1.0f; offsets[0].y = -1.0f;
> +   offsets[1].x = 0.0f; offsets[1].y = -1.0f;
> +   offsets[2].x = 1.0f; offsets[2].y = -1.0f;
> +   offsets[3].x = 2.0f; offsets[3].y = -1.0f;
> +
> +   offsets[4].x = -1.0f; offsets[4].y = 0.0f;
> +   offsets[5].x = 0.0f; offsets[5].y = 0.0f;
> +   offsets[6].x = 1.0f; offsets[6].y = 0.0f;
> +   offsets[7].x = 2.0f; offsets[7].y = 0.0f;
> +
> +   offsets[8].x = -1.0f; offsets[8].y = 1.0f;
> +   offsets[9].x = 0.0f; offsets[9].y = 1.0f;
> +   offsets[10].x = 1.0f; offsets[10].y = 1.0f;
> +   offsets[11].x = 2.0f; offsets[11].y = 1.0f;
> +
> +   offsets[12].x = -1.0f; offsets[12].y = 2.0f;
> +   offsets[13].x = 0.0f; offsets[13].y = 2.0f;
> +   offsets[14].x = 1.0f; offsets[14].y = 2.0f;
> +   offsets[15].x = 2.0f; offsets[15].y = 2.0f;
> +
> +   for (i = 0; i < 16; ++i) {
> +      offsets[i].x /= width;
> +      offsets[i].y /= height;
> +   }
> +
> +   filter->vs = create_vert_shader(filter);
> +   if (!filter->vs)
> +      goto error_vs;
> +
> +   filter->fs = create_frag_shader(filter, width, height, offsets);
> +   if (!filter->fs)
> +      goto error_fs;
> +
> +   return true;
> +
> +error_fs:
> +   pipe->delete_vs_state(pipe, filter->vs);
> +
> +error_vs:
> +
> +error_offsets:
> +   pipe->delete_vertex_elements_state(pipe, filter->ves);
> +
> +error_ves:
> +   pipe_resource_reference(&filter->quad.buffer, NULL);
> +
> +error_quad:
> +   pipe->delete_sampler_state(pipe, filter->sampler);
> +
> +error_sampler:
> +   pipe->delete_blend_state(pipe, filter->blend);
> +
> +error_blend:
> +   pipe->delete_rasterizer_state(pipe, filter->rs_state);
> +
> +error_rs_state:
> +   return false;
> +}
> +
> +void
> +vl_bicubic_filter_cleanup(struct vl_bicubic_filter *filter)
> +{
> +   assert(filter);
> +
> +   filter->pipe->delete_sampler_state(filter->pipe, filter->sampler);
> +   filter->pipe->delete_blend_state(filter->pipe, filter->blend);
> +   filter->pipe->delete_rasterizer_state(filter->pipe, 
> filter->rs_state);
> +   filter->pipe->delete_vertex_elements_state(filter->pipe, 
> filter->ves);
> +   pipe_resource_reference(&filter->quad.buffer, NULL);
> +
> +   filter->pipe->delete_vs_state(filter->pipe, filter->vs);
> +   filter->pipe->delete_fs_state(filter->pipe, filter->fs);
> +}
> +
> +void
> +vl_bicubic_filter_render(struct vl_bicubic_filter *filter,
> +                        struct pipe_sampler_view *src,
> +                        struct pipe_surface *dst,
> +                        struct u_rect *dst_area,
> +                        struct u_rect *dst_clip)
> +{
> +   struct pipe_viewport_state viewport;
> +   struct pipe_framebuffer_state fb_state;
> +   struct pipe_scissor_state scissor;
> +   union pipe_color_union clear_color;
> +   struct pipe_transfer *buf_transfer;
> +   struct pipe_resource *surface_size;
> +   assert(filter && src && dst);
> +
> +   if (dst_clip) {
> +      scissor.minx = dst_clip->x0;
> +      scissor.miny = dst_clip->y0;
> +      scissor.maxx = dst_clip->x1;
> +      scissor.maxy = dst_clip->y1;
> +   } else {
> +      scissor.minx = 0;
> +      scissor.miny = 0;
> +      scissor.maxx = dst->width;
> +      scissor.maxy = dst->height;
> +   }
> +
> +   clear_color.f[0] = clear_color.f[1] = 0.0f;
> +   clear_color.f[2] = clear_color.f[3] = 0.0f;
> +   surface_size = pipe_buffer_create
> +   (
> +      filter->pipe->screen,
> +      PIPE_BIND_CONSTANT_BUFFER,
> +      PIPE_USAGE_DEFAULT,
> +      2*sizeof(float)
> +   );
> +
> +
> +   memset(&viewport, 0, sizeof(viewport));
> +   if(dst_area){
> +      viewport.scale[0] = dst_area->x1 - dst_area->x0;
> +      viewport.scale[1] = dst_area->y1 - dst_area->y0;
> +      viewport.translate[0] = dst_area->x0;
> +      viewport.translate[1] = dst_area->y0;
> +   } else {
> +      viewport.scale[0] = dst->width;
> +      viewport.scale[1] = dst->height;
> +   }
> +   viewport.scale[2] = 1;
> +
> +   float *ptr = pipe_buffer_map(filter->pipe, surface_size,
> +                               PIPE_TRANSFER_WRITE |
> PIPE_TRANSFER_DISCARD_RANGE,
> +                               &buf_transfer);
> +
> +   ptr[0] = viewport.scale[0];
> +   ptr[1] = viewport.scale[1];
> +
> +   pipe_buffer_unmap(filter->pipe, buf_transfer);
> +
> +   memset(&fb_state, 0, sizeof(fb_state));
> +   fb_state.width = dst->width;
> +   fb_state.height = dst->height;
> +   fb_state.nr_cbufs = 1;
> +   fb_state.cbufs[0] = dst;
> +
> +   filter->pipe->set_scissor_states(filter->pipe, 0, 1, &scissor);
> +   filter->pipe->clear_render_target(filter->pipe, dst, &clear_color,
> +                                     0, 0, dst->width, dst->height);
> +   pipe_set_constant_buffer(filter->pipe, PIPE_SHADER_FRAGMENT, 0,
> surface_size);
> +   filter->pipe->bind_rasterizer_state(filter->pipe, 
> filter->rs_state);
> +   filter->pipe->bind_blend_state(filter->pipe, filter->blend);
> +   filter->pipe->bind_sampler_states(filter->pipe, 
> PIPE_SHADER_FRAGMENT,
> +                                     0, 1, &filter->sampler);
> +   filter->pipe->set_sampler_views(filter->pipe, PIPE_SHADER_FRAGMENT,
> +                                   0, 1, &src);
> +   filter->pipe->bind_vs_state(filter->pipe, filter->vs);
> +   filter->pipe->bind_fs_state(filter->pipe, filter->fs);
> +   filter->pipe->set_framebuffer_state(filter->pipe, &fb_state);
> +   filter->pipe->set_viewport_states(filter->pipe, 0, 1, &viewport);
> +   filter->pipe->set_vertex_buffers(filter->pipe, 0, 1, 
> &filter->quad);
> +   filter->pipe->bind_vertex_elements_state(filter->pipe, 
> filter->ves);
> +
> +   util_draw_arrays(filter->pipe, PIPE_PRIM_QUADS, 0, 4);
> +}
> diff --git a/src/gallium/auxiliary/vl/vl_bicubic_filter.h
> b/src/gallium/auxiliary/vl/vl_bicubic_filter.h
> new file mode 100644
> index 0000000..e5bef47
> --- /dev/null
> +++ b/src/gallium/auxiliary/vl/vl_bicubic_filter.h
> @@ -0,0 +1,63 @@
> +/**************************************************************************
> + *
> + * Copyright 2016 Nayan Deshmukh.
> + * 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 VMWARE 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.
> + *
> + 
> **************************************************************************/
> +
> +/* implementation of bicubic interpolation filters */
> +
> +#ifndef vl_bicubic_filter_h
> +#define vl_bicubic_filter_h
> +
> +#include "pipe/p_state.h"
> +
> +struct vl_bicubic_filter
> +{
> +   struct pipe_context *pipe;
> +   struct pipe_vertex_buffer quad;
> +
> +   void *rs_state;
> +   void *blend;
> +   void *sampler;
> +   void *ves;
> +   void *vs, *fs;
> +};
> +
> +bool
> +vl_bicubic_filter_init(struct vl_bicubic_filter *filter, struct
> pipe_context *pipe,
> +                      unsigned width, unsigned height);
> +
> +void
> +vl_bicubic_filter_cleanup(struct vl_bicubic_filter *filter);
> +
> +
> +void
> +vl_bicubic_filter_render(struct vl_bicubic_filter *filter,
> +                        struct pipe_sampler_view *src,
> +                        struct pipe_surface *dst,
> +                        struct u_rect *dst_area,
> +                        struct u_rect *dst_clip);
> +
> +
> +#endif /* vl_bicubic_filter_h */


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