[Mesa-dev] [PATCH 3/6] gallium\auxiliary\vl: Add compute shader to support video compositor render
Christian König
ckoenig.leichtzumerken at gmail.com
Fri Feb 1 16:36:21 UTC 2019
Am 01.02.19 um 17:28 schrieb Zhu, James:
> Add compute shader to support video compositor render.
I don't think that this is actually a good approach.
It adds a second implementation of the compositor instead of adapting
the original one to use compute shaders when available.
Christian.
>
> Signed-off-by: James Zhu <James.Zhu at amd.com>
> ---
> src/gallium/auxiliary/Makefile.sources | 2 +
> src/gallium/auxiliary/meson.build | 2 +
> src/gallium/auxiliary/vl/vl_compositor_cs.c | 414 ++++++++++++++++++++++++++++
> src/gallium/auxiliary/vl/vl_compositor_cs.h | 56 ++++
> 4 files changed, 474 insertions(+)
> create mode 100644 src/gallium/auxiliary/vl/vl_compositor_cs.c
> create mode 100644 src/gallium/auxiliary/vl/vl_compositor_cs.h
>
> diff --git a/src/gallium/auxiliary/Makefile.sources b/src/gallium/auxiliary/Makefile.sources
> index 50e8808..df000f6 100644
> --- a/src/gallium/auxiliary/Makefile.sources
> +++ b/src/gallium/auxiliary/Makefile.sources
> @@ -348,6 +348,8 @@ VL_SOURCES := \
> vl/vl_bicubic_filter.h \
> vl/vl_compositor.c \
> vl/vl_compositor.h \
> + vl/vl_compositor_cs.c \
> + vl/vl_compositor_cs.h \
> vl/vl_csc.c \
> vl/vl_csc.h \
> vl/vl_decoder.c \
> diff --git a/src/gallium/auxiliary/meson.build b/src/gallium/auxiliary/meson.build
> index 57f7e69..74e4b48 100644
> --- a/src/gallium/auxiliary/meson.build
> +++ b/src/gallium/auxiliary/meson.build
> @@ -445,6 +445,8 @@ files_libgalliumvl = files(
> 'vl/vl_bicubic_filter.h',
> 'vl/vl_compositor.c',
> 'vl/vl_compositor.h',
> + 'vl/vl_compositor_cs.c',
> + 'vl/vl_compositor_cs.h',
> 'vl/vl_csc.c',
> 'vl/vl_csc.h',
> 'vl/vl_decoder.c',
> diff --git a/src/gallium/auxiliary/vl/vl_compositor_cs.c b/src/gallium/auxiliary/vl/vl_compositor_cs.c
> new file mode 100644
> index 0000000..3cd1a76
> --- /dev/null
> +++ b/src/gallium/auxiliary/vl/vl_compositor_cs.c
> @@ -0,0 +1,414 @@
> +/**************************************************************************
> + *
> + * Copyright 2019 Advanced Micro Devices, Inc.
> + * 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.
> + *
> + * Authors: James Zhu <james.zhu<@amd.com>
> + *
> + **************************************************************************/
> +
> +#include <assert.h>
> +
> +#include "tgsi/tgsi_text.h"
> +#include "vl_compositor_cs.h"
> +
> +struct cs_viewport {
> + float scale_x;
> + float scale_y;
> + int translate_x;
> + int translate_y;
> + struct u_rect area;
> +};
> +
> +char *compute_shader_video_buffer =
> + "COMP\n"
> + "PROPERTY CS_FIXED_BLOCK_WIDTH 8\n"
> + "PROPERTY CS_FIXED_BLOCK_HEIGHT 8\n"
> + "PROPERTY CS_FIXED_BLOCK_DEPTH 1\n"
> +
> + "DCL SV[0], THREAD_ID\n"
> + "DCL SV[1], BLOCK_ID\n"
> +
> + "DCL CONST[0..5]\n"
> + "DCL SVIEW[0..2], RECT, FLOAT\n"
> + "DCL SAMP[0..2]\n"
> +
> + "DCL IMAGE[0], 2D, WR\n"
> + "DCL TEMP[0..7]\n"
> +
> + "IMM[0] UINT32 { 8, 8, 1, 0}\n"
> + "IMM[1] FLT32 { 1.0, 2.0, 0.0, 0.0}\n"
> +
> + "UMAD TEMP[0], SV[1], IMM[0], SV[0]\n"
> +
> + /* Drawn area check */
> + "USGE TEMP[1].xy, TEMP[0].xyxy, CONST[4].xyxy\n"
> + "USLT TEMP[1].zw, TEMP[0].xyxy, CONST[4].zwzw\n"
> + "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].yyyy\n"
> + "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].zzzz\n"
> + "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].wwww\n"
> +
> + "UIF TEMP[1]\n"
> + /* Translate */
> + "UADD TEMP[2].xy, TEMP[0], -CONST[5].xyxy\n"
> + "U2F TEMP[2], TEMP[2]\n"
> + "DIV TEMP[3], TEMP[2], IMM[1].yyyy\n"
> +
> + /* Scale */
> + "DIV TEMP[2], TEMP[2], CONST[3].zwzw\n"
> + "DIV TEMP[3], TEMP[3], CONST[3].zwzw\n"
> +
> + /* Fetch texels */
> + "TEX_LZ TEMP[4].x, TEMP[2], SAMP[0], RECT\n"
> + "TEX_LZ TEMP[4].y, TEMP[3], SAMP[1], RECT\n"
> + "TEX_LZ TEMP[4].z, TEMP[3], SAMP[2], RECT\n"
> +
> + "MOV TEMP[4].w, IMM[1].xxxx\n"
> +
> + /* Color Space Conversion */
> + "DP4 TEMP[7].x, CONST[0], TEMP[4]\n"
> + "DP4 TEMP[7].y, CONST[1], TEMP[4]\n"
> + "DP4 TEMP[7].z, CONST[2], TEMP[4]\n"
> +
> + "MOV TEMP[5].w, TEMP[4].zzzz\n"
> + "SLE TEMP[6].w, TEMP[5], CONST[3].xxxx\n"
> + "SGT TEMP[5].w, TEMP[5], CONST[3].yyyy\n"
> +
> + "MAX TEMP[7].w, TEMP[5], TEMP[6]\n"
> +
> + "STORE IMAGE[0], TEMP[0], TEMP[7], 2D\n"
> + "ENDIF\n"
> +
> + "END\n";
> +
> +char *compute_shader_weave =
> + "COMP\n"
> + "PROPERTY CS_FIXED_BLOCK_WIDTH 8\n"
> + "PROPERTY CS_FIXED_BLOCK_HEIGHT 8\n"
> + "PROPERTY CS_FIXED_BLOCK_DEPTH 1\n"
> +
> + "DCL SV[0], THREAD_ID\n"
> + "DCL SV[1], BLOCK_ID\n"
> +
> + "DCL CONST[0..5]\n"
> + "DCL SVIEW[0..2], RECT, FLOAT\n"
> + "DCL SAMP[0..2]\n"
> +
> + "DCL IMAGE[0], 2D, WR\n"
> + "DCL TEMP[0..9]\n"
> +
> + "IMM[0] UINT32 { 8, 8, 1, 0}\n"
> + "IMM[1] FLT32 { 1.0, 2.0, 0.0, 0.0}\n"
> + "IMM[2] UINT32 { 1, 2, 4, 0}\n"
> +
> + "UMAD TEMP[0], SV[1], IMM[0], SV[0]\n"
> +
> + /* Drawn area check */
> + "USGE TEMP[1].xy, TEMP[0].xyxy, CONST[4].xyxy\n"
> + "USLT TEMP[1].zw, TEMP[0].xyxy, CONST[4].zwzw\n"
> + "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].yyyy\n"
> + "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].zzzz\n"
> + "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].wwww\n"
> +
> + "UIF TEMP[1]\n"
> + "MOV TEMP[2], TEMP[0]\n"
> + /* Translate */
> + "UADD TEMP[2].xy, TEMP[2], -CONST[5].xyxy\n"
> +
> + /* Texture layer */
> + "UMOD TEMP[2].z, TEMP[2].yyyy, IMM[2].yyyy\n"
> + "UMOD TEMP[3].z, TEMP[2].yyyy, IMM[2].zzzz\n"
> + "USHR TEMP[3].z, TEMP[3].zzzz, IMM[2].xxxx\n"
> +
> + "USHR TEMP[2].y, TEMP[2], IMM[2].xxxx\n"
> + "USHR TEMP[3].xy, TEMP[2], IMM[2].xxxx\n"
> +
> + "U2F TEMP[4], TEMP[2]\n"
> + "U2F TEMP[5], TEMP[3]\n"
> +
> + /* Scale */
> + "DIV TEMP[4], TEMP[4], CONST[3].zwzw\n"
> + "DIV TEMP[5], TEMP[5], CONST[3].zwzw\n"
> +
> + /* Fetch texels */
> + "TEX_LZ TEMP[6].x, TEMP[4], SAMP[0], RECT\n"
> + "TEX_LZ TEMP[6].y, TEMP[5], SAMP[1], RECT\n"
> + "TEX_LZ TEMP[6].z, TEMP[5], SAMP[2], RECT\n"
> +
> + "MOV TEMP[6].w, IMM[1].xxxx\n"
> +
> + /* Color Space Conversion */
> + "DP4 TEMP[9].x, CONST[0], TEMP[6]\n"
> + "DP4 TEMP[9].y, CONST[1], TEMP[6]\n"
> + "DP4 TEMP[9].z, CONST[2], TEMP[6]\n"
> +
> + "MOV TEMP[7].w, TEMP[6].zzzz\n"
> + "SLE TEMP[8].w, TEMP[7], CONST[3].xxxx\n"
> + "SGT TEMP[7].w, TEMP[7], CONST[3].yyyy\n"
> +
> + "MAX TEMP[9].w, TEMP[7], TEMP[8]\n"
> +
> + "STORE IMAGE[0], TEMP[0], TEMP[9], 2D\n"
> + "ENDIF\n"
> +
> + "END\n";
> +
> +char *compute_shader_sub_pic =
> + "COMP\n"
> + "PROPERTY CS_FIXED_BLOCK_WIDTH 8\n"
> + "PROPERTY CS_FIXED_BLOCK_HEIGHT 8\n"
> + "PROPERTY CS_FIXED_BLOCK_DEPTH 1\n"
> +
> + "DCL SV[0], THREAD_ID\n"
> + "DCL SV[1], BLOCK_ID\n"
> +
> + "DCL CONST[0..5]\n"
> + "DCL SVIEW[0..2], RECT, FLOAT\n"
> + "DCL SAMP[0..2]\n"
> +
> + "DCL IMAGE[0], 2D, WR\n"
> + "DCL TEMP[0..3]\n"
> +
> + "IMM[0] UINT32 { 8, 8, 1, 0}\n"
> + "IMM[1] FLT32 { 1.0, 2.0, 0.0, 0.0}\n"
> +
> + "UMAD TEMP[0], SV[1], IMM[0], SV[0]\n"
> +
> + /* Drawn area check */
> + "USGE TEMP[1].xy, TEMP[0].xyxy, CONST[4].xyxy\n"
> + "USLT TEMP[1].zw, TEMP[0].xyxy, CONST[4].zwzw\n"
> + "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].yyyy\n"
> + "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].zzzz\n"
> + "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].wwww\n"
> +
> + "UIF TEMP[1]\n"
> + /* Translate */
> + "UADD TEMP[2].xy, TEMP[0], -CONST[5].xyxy\n"
> + "U2F TEMP[2], TEMP[2]\n"
> +
> + /* Scale */
> + "DIV TEMP[2], TEMP[2], CONST[3].zwzw\n"
> +
> + /* Fetch texels */
> + "TEX_LZ TEMP[3].x, TEMP[2], SAMP[0], RECT\n"
> +
> + "STORE IMAGE[0], TEMP[0], TEMP[3].xxxx, 2D\n"
> + "ENDIF\n"
> +
> + "END\n";
> +
> +static void
> +cs_launch(struct vl_compositor *c,
> + struct vl_compositor_state *s,
> + void *cs)
> +{
> + struct pipe_context *ctx = c->pipe;
> +
> + /* Bind the image */
> + struct pipe_image_view image = {};
> + image.resource = c->fb_state.cbufs[0]->texture;
> + image.shader_access = image.access = PIPE_IMAGE_ACCESS_READ_WRITE;
> + image.format = c->fb_state.cbufs[0]->texture->format;
> +
> + ctx->set_shader_images(c->pipe, PIPE_SHADER_COMPUTE, 0, 1, &image);
> +
> + /* Bind compute shader */
> + ctx->bind_compute_state(ctx, cs);
> +
> + /* Dispatch compute */
> + struct pipe_grid_info info = {};
> + info.block[0] = 8;
> + info.block[1] = 8;
> + info.block[2] = 1;
> + info.grid[0] = DIV_ROUND_UP(c->fb_state.width, info.block[0]);
> + info.grid[1] = DIV_ROUND_UP(c->fb_state.height, info.block[1]);
> + info.grid[2] = 1;
> +
> + ctx->launch_grid(ctx, &info);
> +}
> +
> +static inline struct u_rect
> +cs_calc_drawn_area(struct vl_compositor_state *s,
> + struct vl_compositor_layer *layer)
> +{
> + struct vertex2f tl, br;
> + struct u_rect result;
> +
> + assert(s && layer);
> +
> + tl = layer->dst.tl;
> + br = layer->dst.br;
> +
> + /* Scale */
> + result.x0 = tl.x * layer->viewport.scale[0] + layer->viewport.translate[0];
> + result.y0 = tl.y * layer->viewport.scale[1] + layer->viewport.translate[1];
> + result.x1 = br.x * layer->viewport.scale[0] + layer->viewport.translate[0];
> + result.y1 = br.y * layer->viewport.scale[1] + layer->viewport.translate[1];
> +
> + /* Clip */
> + result.x0 = MAX2(result.x0, s->scissor.minx);
> + result.y0 = MAX2(result.y0, s->scissor.miny);
> + result.x1 = MIN2(result.x1, s->scissor.maxx);
> + result.y1 = MIN2(result.y1, s->scissor.maxy);
> + return result;
> +}
> +
> +static bool
> +cs_set_viewport(struct vl_compositor_state *s,
> + struct cs_viewport *drawn)
> +{
> + struct pipe_transfer *buf_transfer;
> +
> + assert(s && drawn);
> +
> + void *ptr = pipe_buffer_map(s->pipe, s->csc_matrix,
> + PIPE_TRANSFER_READ | PIPE_TRANSFER_WRITE,
> + &buf_transfer);
> +
> + if (!ptr)
> + return false;
> +
> + float *ptr_float = (float *)ptr;
> + ptr_float += sizeof(vl_csc_matrix)/sizeof(float) + 2;
> + *ptr_float++ = drawn->scale_x;
> + *ptr_float++ = drawn->scale_y;
> +
> + int *ptr_int = (int *)ptr_float;
> + *ptr_int++ = drawn->area.x0;
> + *ptr_int++ = drawn->area.y0;
> + *ptr_int++ = drawn->area.x1;
> + *ptr_int++ = drawn->area.y1;
> + *ptr_int++ = drawn->translate_x;
> + *ptr_int = drawn->translate_y;
> +
> + pipe_buffer_unmap(s->pipe, buf_transfer);
> +
> + return true;
> +}
> +
> +static void
> +cs_draw_layers(struct vl_compositor *c,
> + struct vl_compositor_state *s,
> + struct u_rect *dirty)
> +{
> + unsigned i;
> + static struct cs_viewport old_drawn;
> +
> + assert(c);
> +
> + for (i = 0; i < VL_COMPOSITOR_MAX_LAYERS; ++i) {
> + if (s->used_layers & (1 << i)) {
> + struct vl_compositor_layer *layer = &s->layers[i];
> + struct pipe_sampler_view **samplers = &layer->sampler_views[0];
> + unsigned num_sampler_views = !samplers[1] ? 1 : !samplers[2] ? 2 : 3;
> + struct cs_viewport drawn;
> +
> + drawn.area = cs_calc_drawn_area(s, layer);
> + drawn.scale_x = layer->viewport.scale[0] /
> + (float)layer->sampler_views[0]->texture->width0;
> + drawn.scale_y = drawn.scale_x;
> + drawn.translate_x = (int)layer->viewport.translate[0];
> + drawn.translate_y = (int)layer->viewport.translate[1];
> +
> + if (memcmp(&drawn, &old_drawn, sizeof(struct cs_viewport))) {
> + cs_set_viewport(s, &drawn);
> + old_drawn = drawn;
> + pipe_set_constant_buffer(c->pipe, PIPE_SHADER_COMPUTE, 0,
> + s->csc_matrix);
> + }
> +
> + c->pipe->bind_sampler_states(c->pipe, PIPE_SHADER_COMPUTE, 0,
> + num_sampler_views, layer->samplers);
> + c->pipe->set_sampler_views(c->pipe, PIPE_SHADER_COMPUTE, 0,
> + num_sampler_views, samplers);
> +
> + if (num_sampler_views == 3)
> + cs_launch(c, s, layer->cs);
> + else if (num_sampler_views == 1)
> + cs_launch(c, s, c->cs_sub_pic);
> + else
> + assert(!"Not support yet!");
> +
> + if (dirty) {
> + struct u_rect drawn = cs_calc_drawn_area(s, layer);
> + dirty->x0 = MIN2(drawn.x0, dirty->x0);
> + dirty->y0 = MIN2(drawn.y0, dirty->y0);
> + dirty->x1 = MAX2(drawn.x1, dirty->x1);
> + dirty->y1 = MAX2(drawn.y1, dirty->y1);
> + }
> + }
> + }
> +}
> +
> +void *
> +vl_compositor_cs_create_shader(struct vl_compositor *c,
> + const char *compute_shader_text)
> +{
> + assert(c && compute_shader_text);
> +
> + struct tgsi_token tokens[1024];
> + if (!tgsi_text_translate(compute_shader_text, tokens, ARRAY_SIZE(tokens))) {
> + assert(0);
> + return NULL;
> + }
> +
> + struct pipe_compute_state state = {};
> + state.ir_type = PIPE_SHADER_IR_TGSI;
> + state.prog = tokens;
> +
> + /* create compute shader */
> + return c->pipe->create_compute_state(c->pipe, &state);
> +}
> +
> +void
> +vl_compositor_cs_render(struct vl_compositor_state *s,
> + struct vl_compositor *c,
> + struct pipe_surface *dst_surface,
> + struct u_rect *dirty_area,
> + bool clear_dirty)
> +{
> + assert(c && s);
> + assert(dst_surface);
> +
> + c->fb_state.width = dst_surface->width;
> + c->fb_state.height = dst_surface->height;
> + c->fb_state.cbufs[0] = dst_surface;
> +
> + if (!s->scissor_valid) {
> + s->scissor.minx = 0;
> + s->scissor.miny = 0;
> + s->scissor.maxx = dst_surface->width;
> + s->scissor.maxy = dst_surface->height;
> + }
> +
> + if (clear_dirty && dirty_area &&
> + (dirty_area->x0 < dirty_area->x1 || dirty_area->y0 < dirty_area->y1)) {
> +
> + c->pipe->clear_render_target(c->pipe, dst_surface, &s->clear_color,
> + 0, 0, dst_surface->width, dst_surface->height, false);
> + dirty_area->x0 = dirty_area->y0 = MAX_DIRTY;
> + dirty_area->x1 = dirty_area->y1 = MIN_DIRTY;
> + }
> +
> + cs_draw_layers(c, s, dirty_area);
> +}
> diff --git a/src/gallium/auxiliary/vl/vl_compositor_cs.h b/src/gallium/auxiliary/vl/vl_compositor_cs.h
> new file mode 100644
> index 0000000..a3f61dc
> --- /dev/null
> +++ b/src/gallium/auxiliary/vl/vl_compositor_cs.h
> @@ -0,0 +1,56 @@
> +/**************************************************************************
> + *
> + * Copyright 2019 Advanced Micro Devices, Inc.
> + * 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.
> + *
> + * Authors: James Zhu <james.zhu<@amd.com>
> + *
> + **************************************************************************/
> +
> +#ifndef vl_compositor_cs_h
> +#define vl_compositor_cs_h
> +
> +#include "vl_compositor.h"
> +
> +char *compute_shader_video_buffer;
> +char *compute_shader_weave;
> +char *compute_shader_sub_pic;
> +
> +/**
> + * create compute shader
> + */
> +void *
> +vl_compositor_cs_create_shader(struct vl_compositor *c,
> + const char *compute_shader_text);
> +
> +/**
> + * render the layers to the frontbuffer with compute shader
> + */
> +void
> +vl_compositor_cs_render(struct vl_compositor_state *s,
> + struct vl_compositor *c,
> + struct pipe_surface *dst_surface,
> + struct u_rect *dirty_area,
> + bool clear_dirty);
> +
> +#endif /* vl_compositor_cs_h */
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