vl: support luma keying for interlaced surfaces as well
We had the CSC code twice in there, factor it out into a separate function. Signed-off-by: Christian König <christian.koenig@amd.com>
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@ -125,47 +125,29 @@ create_vert_shader(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_video_buffer(struct vl_compositor *c)
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static void
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create_frag_shader_csc(struct ureg_program *shader, struct ureg_dst texel,
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struct ureg_dst fragment)
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{
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struct ureg_program *shader;
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struct ureg_src tc;
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struct ureg_src csc[3];
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struct ureg_src sampler[3];
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struct ureg_src lumakey;
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struct ureg_dst texel;
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struct ureg_dst fragment;
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struct ureg_dst temp[2];
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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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tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
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for (i = 0; i < 3; ++i) {
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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[i] = ureg_DECL_sampler(shader, i);
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}
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lumakey = ureg_DECL_constant(shader, 3);
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for (i = 0; i < 2; ++i)
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temp[i] = ureg_DECL_temporary(shader);
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lumakey = ureg_DECL_constant(shader, 3);
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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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/*
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* texel.xyz = tex(tc, sampler[i])
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* fragment = csc * texel
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*/
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for (i = 0; i < 3; ++i)
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ureg_TEX(shader, ureg_writemask(texel, TGSI_WRITEMASK_X << i), TGSI_TEXTURE_2D_ARRAY, tc, sampler[i]);
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ureg_MOV(shader, ureg_writemask(texel, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f));
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ureg_MOV(shader, ureg_writemask(texel, TGSI_WRITEMASK_W),
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ureg_imm1f(shader, 1.0f));
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for (i = 0; i < 3; ++i)
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ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(texel));
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ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i],
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ureg_src(texel));
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ureg_MOV(shader, ureg_writemask(temp[0], TGSI_WRITEMASK_W),
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ureg_scalar(ureg_src(texel), TGSI_SWIZZLE_Z));
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@ -178,6 +160,37 @@ create_frag_shader_video_buffer(struct vl_compositor *c)
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for (i = 0; i < 2; ++i)
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ureg_release_temporary(shader, temp[i]);
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}
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static void *
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create_frag_shader_video_buffer(struct vl_compositor *c)
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{
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struct ureg_program *shader;
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struct ureg_src tc;
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struct ureg_src sampler[3];
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struct ureg_dst texel;
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struct ureg_dst fragment;
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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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tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
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for (i = 0; i < 3; ++i)
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sampler[i] = ureg_DECL_sampler(shader, i);
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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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/*
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* texel.xyz = tex(tc, sampler[i])
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* fragment = csc * texel
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*/
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for (i = 0; i < 3; ++i)
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ureg_TEX(shader, ureg_writemask(texel, TGSI_WRITEMASK_X << i), TGSI_TEXTURE_2D_ARRAY, tc, sampler[i]);
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create_frag_shader_csc(shader, texel, fragment);
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ureg_release_temporary(shader, texel);
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ureg_END(shader);
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@ -190,7 +203,6 @@ create_frag_shader_weave(struct vl_compositor *c)
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{
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struct ureg_program *shader;
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struct ureg_src i_tc[2];
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struct ureg_src csc[3];
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struct ureg_src sampler[3];
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struct ureg_dst t_tc[2];
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struct ureg_dst t_texel[2];
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@ -204,10 +216,8 @@ create_frag_shader_weave(struct vl_compositor *c)
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i_tc[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP, TGSI_INTERPOLATE_LINEAR);
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i_tc[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM, TGSI_INTERPOLATE_LINEAR);
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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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for (i = 0; i < 3; ++i)
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sampler[i] = ureg_DECL_sampler(shader, i);
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}
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for (i = 0; i < 2; ++i) {
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t_tc[i] = ureg_DECL_temporary(shader);
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@ -263,11 +273,7 @@ create_frag_shader_weave(struct vl_compositor *c)
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/* and finally do colour space transformation
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* fragment = csc * texel
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*/
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ureg_MOV(shader, ureg_writemask(t_texel[0], TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f));
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for (i = 0; i < 3; ++i)
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ureg_DP4(shader, ureg_writemask(o_fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(t_texel[0]));
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ureg_MOV(shader, ureg_writemask(o_fragment, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f));
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create_frag_shader_csc(shader, t_texel[0], o_fragment);
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for (i = 0; i < 2; ++i) {
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ureg_release_temporary(shader, t_texel[i]);
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