[Mesa-dev] [PATCH 3/6] gallium\auxiliary\vl: Add compute shader to support video compositor render

James Zhu jamesz at amd.com
Mon Feb 4 19:12:53 UTC 2019


On 2019-02-04 1:47 p.m., Liu, Leo wrote:
> On 2/1/19 11:28 AM, Zhu, James wrote:
>> Add compute shader to support video compositor render.
>>
>> 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);
> What is the counterpart of cs_sub_pic from gfx implementation? will this
> get built since I saw this is added to header file from next patch. It
> has to get built with each patch incrementally from the patch sets.

gfx shader - create_frag_shader_rgba will render this sub-pictures.

I am rewriting this part.

James

>
>
> Leo
>
>
>> +         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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