vl/compositor: create RGB to YUV fragment shader
Acked-by: Christian König <christian.koenig@amd.com>
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@ -432,6 +432,43 @@ create_frag_shader_rgba(struct vl_compositor *c)
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return ureg_create_shader_and_destroy(shader, c->pipe);
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}
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static void *
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create_frag_shader_rgb_yuv(struct vl_compositor *c, bool y)
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{
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struct ureg_program *shader;
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struct ureg_src tc, sampler;
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struct ureg_dst texel, fragment;
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struct ureg_src csc[3];
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unsigned i;
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shader = ureg_create(PIPE_SHADER_FRAGMENT);
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if (!shader)
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return false;
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for (i = 0; i < 3; ++i)
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csc[i] = ureg_DECL_constant(shader, i);
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sampler = ureg_DECL_sampler(shader, 0);
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tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
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texel = ureg_DECL_temporary(shader);
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fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
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ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler);
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if (y) {
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ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X), csc[0], ureg_src(texel));
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} else {
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for (i = 0; i < 2; ++i)
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ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i + 1], ureg_src(texel));
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}
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ureg_release_temporary(shader, texel);
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ureg_END(shader);
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return ureg_create_shader_and_destroy(shader, c->pipe);
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}
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static bool
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init_shaders(struct vl_compositor *c)
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{
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@ -483,6 +520,13 @@ init_shaders(struct vl_compositor *c)
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return false;
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}
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c->fs_rgb_yuv.y = create_frag_shader_rgb_yuv(c, true);
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c->fs_rgb_yuv.uv = create_frag_shader_rgb_yuv(c, false);
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if (!c->fs_rgb_yuv.y || !c->fs_rgb_yuv.uv) {
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debug_printf("Unable to create RGB-to-YUV fragment shader.\n");
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return false;
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}
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return true;
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}
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@ -500,6 +544,8 @@ static void cleanup_shaders(struct vl_compositor *c)
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c->pipe->delete_fs_state(c->pipe, c->fs_palette.yuv);
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c->pipe->delete_fs_state(c->pipe, c->fs_palette.rgb);
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c->pipe->delete_fs_state(c->pipe, c->fs_rgba);
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c->pipe->delete_fs_state(c->pipe, c->fs_rgb_yuv.y);
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c->pipe->delete_fs_state(c->pipe, c->fs_rgb_yuv.uv);
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}
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static bool
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@ -130,6 +130,11 @@ struct vl_compositor
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void *rgb;
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void *yuv;
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} fs_palette;
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struct {
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void *y;
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void *uv;
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} fs_rgb_yuv;
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};
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/**
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