<div dir="ltr">Hi Christian and Andy,<div><br></div><div>I have sent new series of patches which takes care of the points Christian pointed out.</div><div><br></div><div>I have also made some changes to make it more efficient than before.</div><div><br></div><div>Also due to a wrong message id, I have sent the messages as a new thread instead of replying to this thread.</div><div><br></div><div>Regards,</div><div>Nayan.</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Mon, Jun 27, 2016 at 7:50 PM, Christian König <span dir="ltr"><<a href="mailto:deathsimple@vodafone.de" target="_blank">deathsimple@vodafone.de</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div text="#000000" bgcolor="#FFFFFF">
<div>This code fragment:<br>
<br>
+ /* t = frac(i_vtex*size)<br>
...<br>
+ ureg_MUL(shader, t, i_vtex, ureg_imm1f(shader, size));<br>
<br>
Probably doesn't do what you expect it to do when the pixel center
is at 0.5 instead of 0.0.<br>
<br>
For the matrix and most other filters the difference doesn't
matter because you get the same offset on x/y as input you need to
apply in the texture instructions as well.<br>
<br>
Regards,<br>
Christian.<div><div class="h5"><br>
<br>
Am 27.06.2016 um 15:51 schrieb Nayan Deshmukh:<br>
</div></div></div><div><div class="h5">
<blockquote type="cite">
<div dir="ltr">Hi Christian,
<div><br>
</div>
<div>I haven't taken that into account, but how will it any way
affect my calculation. I have written</div>
<div>the code taking inspiration from the way matrix_filter uses
offsets. </div>
<div><br>
</div>
<div>Regards,</div>
<div>Nayan.</div>
</div>
<div class="gmail_extra"><br>
<div class="gmail_quote">On Mon, Jun 27, 2016 at 6:55 PM,
Christian König <span dir="ltr"><<a href="mailto:deathsimple@vodafone.de" target="_blank">deathsimple@vodafone.de</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi guys,<br>
<br>
Nayan have you taken into account that the pixel center is
at 0.5 and not 0.0?<br>
<br>
Regards,<br>
Christian.
<div>
<div><br>
<br>
Am 26.06.2016 um 22:30 schrieb Andy Furniss:<br>
</div>
</div>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div>
<div>
Nayan Deshmukh wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Hi Andy,<br>
<br>
On Sun, Jun 26, 2016 at 12:25 AM, Andy Furniss <<a href="mailto:adf.lists@gmail.com" target="_blank"></a><a href="mailto:adf.lists@gmail.com" target="_blank">adf.lists@gmail.com</a>>
wrote:<br>
<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Nayan Deshmukh wrote:<br>
<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Hi Andy,<br>
<br>
Thanks for testing the patches.<br>
<br>
Please send me the videos and ratios with which
there is corruption.<br>
<br>
</blockquote>
<br>
<br>
<a href="https://drive.google.com/file/d/0BxP5-S1t9VEEaHZEM203RFpyNEE/view?usp=sharing" rel="noreferrer" target="_blank">https://drive.google.com/file/d/0BxP5-S1t9VEEaHZEM203RFpyNEE/view?usp=sharing</a>
<br>
<br>
This has no aspect encoded and displayed
fullscreen on a 1920x1080<br>
monitor shows vertical line artifacts over the
first 2/3 of the image.<br>
<br>
When I say lines they are not lines as such just
that the distortion<br>
on the pendulum shows as it passes over imaginary
lines at fixed<br>
points on the screen.<br>
<br>
with mplayer -aspect 4/3 or 16/9 it doesn't.<br>
<br>
</blockquote>
<br>
I tested the videos and found out that the
distortion is because of the<br>
amount<br>
of calculation done in the fragment shader. I tested
the video with<br>
vl_median_filter<br>
and it showed no distortion however, with
vl_matrix_filter( which requires<br>
more<br>
calculations than vl_median_filter) it showed the
same distortion. I'll try<br>
to make it<br>
more efficient. But it still requires a lot of
processing for a single<br>
pixel as it uses<br>
15 neighbouring pixel.<br>
</blockquote>
<br>
Seems a bit strange, does the processing needed vary
greatly with<br>
similar scale amounts? I have a powerful GPU and can
force clocks<br>
high, but it makes no difference.<br>
<br>
Below is a png showing the artifacts I see on pendulum
fullscreen<br>
are these what you see?<br>
<br>
If rather than full screen I stretch out the window to
scale, there<br>
will be many sizes that don't produce those.<br>
<br>
<a href="https://drive.google.com/file/d/0BxP5-S1t9VEEd2hwNVp0ZXRSZTA/view?usp=sharing" rel="noreferrer" target="_blank">https://drive.google.com/file/d/0BxP5-S1t9VEEd2hwNVp0ZXRSZTA/view?usp=sharing</a>
<br>
<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Also I don't see any offsets with the videos, may be
I am missing something.<br>
If could tell me more about the offsets, I'll try to
debug them.<br>
</blockquote>
<br>
<a href="https://drive.google.com/file/d/0BxP5-S1t9VEEUGZTbndOMzBNZnM/view?usp=sharing" rel="noreferrer" target="_blank">https://drive.google.com/file/d/0BxP5-S1t9VEEUGZTbndOMzBNZnM/view?usp=sharing</a>
<br>
<br>
Is a default scale, if you download both pngs and use
something to<br>
display them both at the same time and line up the
windows one on<br>
top of the other then flip between them you can see
although the<br>
windows are lined up the images contained are not.<br>
<br>
You can make your own screen/window shots with xwd and
display them<br>
with xwud. For me using fluxbox as a desktop it's easy
to line up<br>
windows as they snap a bit towards the edge of the
screen YMMV.<br>
<br>
</div>
</div>
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<br>
</blockquote>
</div>
<br>
</div>
</blockquote>
<br>
</div></div></div>
</blockquote></div><br></div>