[Mesa-dev] [PATCH 3/6] gallium\auxiliary\vl: Add compute shader to support video compositor render
Christian König
ckoenig.leichtzumerken at gmail.com
Mon Feb 4 19:15:05 UTC 2019
Am 04.02.19 um 20:12 schrieb James Zhu:
> 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.
Better keep the naming as is. This is not only used for sub-picture
rendering, but also for a whole bunch of other operations.
Christian.
>
> 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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