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>
This commit is contained in:
Christian König 2016-06-09 14:43:10 +02:00
parent 456b5d9ac9
commit bf89e672cf
1 changed files with 43 additions and 37 deletions

View File

@ -125,47 +125,29 @@ create_vert_shader(struct vl_compositor *c)
return ureg_create_shader_and_destroy(shader, c->pipe);
}
static void *
create_frag_shader_video_buffer(struct vl_compositor *c)
static void
create_frag_shader_csc(struct ureg_program *shader, struct ureg_dst texel,
struct ureg_dst fragment)
{
struct ureg_program *shader;
struct ureg_src tc;
struct ureg_src csc[3];
struct ureg_src sampler[3];
struct ureg_src lumakey;
struct ureg_dst texel;
struct ureg_dst fragment;
struct ureg_dst temp[2];
unsigned i;
shader = ureg_create(PIPE_SHADER_FRAGMENT);
if (!shader)
return false;
tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
for (i = 0; i < 3; ++i) {
for (i = 0; i < 3; ++i)
csc[i] = ureg_DECL_constant(shader, i);
sampler[i] = ureg_DECL_sampler(shader, i);
}
lumakey = ureg_DECL_constant(shader, 3);
for (i = 0; i < 2; ++i)
temp[i] = ureg_DECL_temporary(shader);
lumakey = ureg_DECL_constant(shader, 3);
texel = ureg_DECL_temporary(shader);
fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
/*
* texel.xyz = tex(tc, sampler[i])
* fragment = csc * texel
*/
for (i = 0; i < 3; ++i)
ureg_TEX(shader, ureg_writemask(texel, TGSI_WRITEMASK_X << i), TGSI_TEXTURE_2D_ARRAY, tc, sampler[i]);
ureg_MOV(shader, ureg_writemask(texel, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f));
ureg_MOV(shader, ureg_writemask(texel, TGSI_WRITEMASK_W),
ureg_imm1f(shader, 1.0f));
for (i = 0; i < 3; ++i)
ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(texel));
ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i],
ureg_src(texel));
ureg_MOV(shader, ureg_writemask(temp[0], TGSI_WRITEMASK_W),
ureg_scalar(ureg_src(texel), TGSI_SWIZZLE_Z));
@ -178,6 +160,37 @@ create_frag_shader_video_buffer(struct vl_compositor *c)
for (i = 0; i < 2; ++i)
ureg_release_temporary(shader, temp[i]);
}
static void *
create_frag_shader_video_buffer(struct vl_compositor *c)
{
struct ureg_program *shader;
struct ureg_src tc;
struct ureg_src sampler[3];
struct ureg_dst texel;
struct ureg_dst fragment;
unsigned i;
shader = ureg_create(PIPE_SHADER_FRAGMENT);
if (!shader)
return false;
tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
for (i = 0; i < 3; ++i)
sampler[i] = ureg_DECL_sampler(shader, i);
texel = ureg_DECL_temporary(shader);
fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
/*
* texel.xyz = tex(tc, sampler[i])
* fragment = csc * texel
*/
for (i = 0; i < 3; ++i)
ureg_TEX(shader, ureg_writemask(texel, TGSI_WRITEMASK_X << i), TGSI_TEXTURE_2D_ARRAY, tc, sampler[i]);
create_frag_shader_csc(shader, texel, fragment);
ureg_release_temporary(shader, texel);
ureg_END(shader);
@ -190,7 +203,6 @@ create_frag_shader_weave(struct vl_compositor *c)
{
struct ureg_program *shader;
struct ureg_src i_tc[2];
struct ureg_src csc[3];
struct ureg_src sampler[3];
struct ureg_dst t_tc[2];
struct ureg_dst t_texel[2];
@ -204,10 +216,8 @@ create_frag_shader_weave(struct vl_compositor *c)
i_tc[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP, TGSI_INTERPOLATE_LINEAR);
i_tc[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM, TGSI_INTERPOLATE_LINEAR);
for (i = 0; i < 3; ++i) {
csc[i] = ureg_DECL_constant(shader, i);
for (i = 0; i < 3; ++i)
sampler[i] = ureg_DECL_sampler(shader, i);
}
for (i = 0; i < 2; ++i) {
t_tc[i] = ureg_DECL_temporary(shader);
@ -263,11 +273,7 @@ create_frag_shader_weave(struct vl_compositor *c)
/* and finally do colour space transformation
* fragment = csc * texel
*/
ureg_MOV(shader, ureg_writemask(t_texel[0], TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f));
for (i = 0; i < 3; ++i)
ureg_DP4(shader, ureg_writemask(o_fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(t_texel[0]));
ureg_MOV(shader, ureg_writemask(o_fragment, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f));
create_frag_shader_csc(shader, t_texel[0], o_fragment);
for (i = 0; i < 2; ++i) {
ureg_release_temporary(shader, t_texel[i]);