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

Koenig, Christian Christian.Koenig at amd.com
Mon Feb 4 19:35:00 UTC 2019


Am 04.02.19 um 20:20 schrieb Zhu, James:
> On 2019-02-04 2:15 p.m., Christian König wrote:
>> 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', (refer to MI100 frame capture feature with
>>>>> computer shader support)
>>>>>        '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.
> Be honestest.  I figured i t out the rgba shader help blend rendering
> after I submit the patch.
>
> can you clarify what are the other operations?  Thanks!

Well sub-picture, blending etc... need to look into the code as well to 
find all use cases.

In general all operations without color space conversion which still 
uses multiple layers are done by this shader.

Christian.

>
> James
>
>> 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 */
>>> _______________________________________________
>>> mesa-dev mailing list
>>> mesa-dev at lists.freedesktop.org
>>> https://lists.freedesktop.org/mailman/listinfo/mesa-dev



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