vl/compositor: fix weave shader bugs

Writemask was XY instead of YZ (thanks to calim for spotting it).

The pixel calculation resulted in the pixel always being off by one.
If y was .5:

y' = round(y) + 0.5 = 1.5

Fixing this also means the LRP function has to swap the pixels it, since
it's now the other way around for top/bottom.

WIth these fixes only chroma for top and bottom pixel rows are wrongly interpolated
in my test program:

--- nvidia
+++ nouveau
@@ -1,4 +1,4 @@
-YCbCr[0] = 00c080
+YCbCr[0] = 00b070
 YCbCr[1] = 00b070
 YCbCr[2] = 029050
 YCbCr[3] = 207050
@@ -61,4 +61,4 @@
 YCbCr[60] = 0c5070
 YCbCr[61] = c05090
 YCbCr[62] = 0e70b0
-YCbCr[63] = e080c0
+YCbCr[63] = e070b0

Signed-off-by: Maarten Lankhorst <maarten.lankhorst@canonical.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
This commit is contained in:
Maarten Lankhorst 2012-12-18 13:13:01 +01:00
parent dfcd7658c5
commit 892c1fa8d8
1 changed files with 7 additions and 5 deletions

View File

@ -199,13 +199,15 @@ create_frag_shader_weave(struct vl_compositor *c)
/* calculate the texture offsets
* t_tc.x = i_tc.x
* t_tc.y = (round(i_tc.y) + 0.5) / height * 2
* t_tc.y = (round(i_tc.y - 0.5) + 0.5) / height * 2
*/
for (i = 0; i < 2; ++i) {
ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_X), i_tc[i]);
ureg_ROUND(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), i_tc[i]);
ureg_SUB(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ),
i_tc[i], ureg_imm1f(shader, 0.5f));
ureg_ROUND(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), ureg_src(t_tc[i]));
ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_W),
ureg_imm1f(shader, i ? 0.75f : 0.25f));
ureg_imm1f(shader, i ? -0.25f : 0.25f));
ureg_ADD(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ),
ureg_src(t_tc[i]), ureg_imm1f(shader, 0.5f));
ureg_MUL(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_Y),
@ -234,11 +236,11 @@ create_frag_shader_weave(struct vl_compositor *c)
ureg_ROUND(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ), i_tc[0]);
ureg_ADD(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ),
ureg_src(t_tc[0]), ureg_negate(i_tc[0]));
ureg_MUL(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_XY),
ureg_MUL(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ),
ureg_abs(ureg_src(t_tc[0])), ureg_imm1f(shader, 2.0f));
ureg_LRP(shader, t_texel[0], ureg_swizzle(ureg_src(t_tc[0]),
TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z),
ureg_src(t_texel[1]), ureg_src(t_texel[0]));
ureg_src(t_texel[0]), ureg_src(t_texel[1]));
/* and finally do colour space transformation
* fragment = csc * texel