[PATCH] RFCv2: video support for dri2

Younes Manton younes.m at gmail.com
Thu Sep 1 15:22:30 PDT 2011


On Thu, Sep 1, 2011 at 4:52 PM, Rob Clark <rob at ti.com> wrote:
> To allow the potential use of overlays to display video content, a few
> extra parameters are required:
>
>  + source buffer in different format (for example, various YUV formats)
>   and size as compared to destination drawable
>  + multi-planar formats where discontiguous buffers are used for
>   different planes.  For example, luma and chroma split across
>   multiple memory banks or with different tiled formats.
>  + flipping between multiple back buffers, perhaps not in order (to
>   handle video formats with B-frames)
>  + cropping during swap.. in case of video, perhaps the required hw
>   buffers are larger than the visible picture to account for codec
>   borders (for example, reference frames where a block/macroblock
>   moves past the edge of the visible picture, but back again in
>   subsequent frames).
>
> Current solutions use the GPU to do a scaled/colorconvert into a DRI2
> buffer from the client context.  The goal of this protocol change is
> to push the decision to use overlay or GPU blit to the xorg driver.
>
> In many cases, an overlay will avoid several passes through memory
> (blit/scale/colorconvert to DRI back-buffer on client side, blit to
> front and fake-front, and then whatever compositing is done by the
> window manager).  On the other hand, overlays can often be handled
> directly by the scanout engine in the display hardware, with the GPU
> switched off.
>
> The disadvantages of overlays are that they are (usually) a limited
> resource, sometimes with scaling constraints, and certainly with
> limitations about transformational effects.
>
> The goal of combining video and dri2 is to have the best of both worlds,
> to have the flexibility of GPU blitting (ie. no limited number of video
> ports, no constraint about transformational effects), while still having
> the power consumption benefits of overlays (reduced memory bandwidth
> usage and ability to shut off the GPU) when the UI is relatively
> static other than the playing video.
>
> Note: video is not exactly the same as 3d, there are a number of other
> things to consider (scaling, colorconvert, multi-planar formats).  But
> on the other hand the principle is similar (direct rendering from hw
> video codecs).  And a lot infrastructure of connection, authentication,
> is same.  So there are two options, either extend DRI2 or add a new
> protocol which duplicates some parts.  I'd like to consider extending
> DRI2 first, but if people think the requirements for video are too
> much different from 3d, then I could split this into a new protocol.

...

> +┌───
> +    DRI2SetAttribute
> +       drawable: DRAWABLE
> +       attribute: ATOM
> +       value: INT32
> +      ▶
> +└───
> +       Errors: Window, Match, Value
> +
> +       The DRI2SetAttribute request sets the value of a drawable attribute.
> +       The drawable attribute is identified by the attribute atom.  The
> +       following strings are guaranteed to generate valid atoms using the
> +       InternAtom request.
> +
> +       String                Type
> +       -----------------------------------------------------------------
> +
> +       "XV_ENCODING"         ENCODINGID
> +       "XV_HUE"              [-1000..1000]
> +       "XV_SATURATION"       [-1000..1000]
> +       "XV_BRIGHTNESS"       [-1000..1000]
> +       "XV_CONTRAST"         [-1000..1000]
> +       "XV_WIDTH"            [0..MAX_INT]
> +       "XV_HEIGHT"           [0..MAX_INT]
> +       "XV_OSD"              XID
> +
> +       If the given attribute doesn't match an attribute supported by the
> +       drawable a Match error is generated.  The supplied encoding
> +       must be one of the encodings listed for the adaptor, otherwise an
> +       Encoding error is generated.
> +
> +       If the adaptor doesn't support the exact hue, saturation,
> +       brightness, and contrast levels supplied, the closest levels
> +       supported are assumed.  The DRI2GetAttribute request can be used
> +       to query the resulting levels.
> +
> +       The "XV_WIDTH" and "XV_HEIGHT" attributes default to zero, indicating
> +       that no scaling is performed and the buffer sizes match the drawable
> +       size.  They can be overriden by the client if scaling is desired.
> +
> +       The "XV_OSD" attribute specifies the XID of a pixmap containing
> +       ARGB data to be non-destructively overlayed over the video.  This
> +       could be used to implement subtiles, on-screen-menus, etc.
> +
> + :     TODO: Is there a need to support DRI2SetAttribute for non-video
> + :     DRI2DRIVER types?
> + :
> + :     TODO: Do we need to keep something like PortNotify.. if attributes
> + :     are only changing in response to DRI2SetAttribute from the client,
> + :     then having a PortNotify like mechanism seems overkill.  The assumption
> + :     here is that, unlike Xv ports, DRI2 video drawables are not a limited
> + :     resource (ie. if you run out of (or don't have) hardware overlays, then
> + :     you use the GPU to do a colorconvert/scale/blit).  So there is not a
> + :     need to share "ports" between multiple client processes.

Are you targeting/limiting this to a particular API (or the customary
limitations of overlay HW)? I ask because VDPAU allows clients to pass
in an arbitrary colour conversion matrix rather than color
standard/hue/sat/bri/con, so it wouldn't be possible to use this in
that context. Also in general, their compositing API is a lot more
flexible and allows for a background + multiple layers, rather than
just a single layer. I suppose you could pre-flatten the layers into a
single one, but the background would be problematic.

VA on the other hand lets clients query for matrix and h/s/b/c
attribute support and seems to have a simpler compositing API, so it
seems doable with this, and of course Xv does.


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