/************************************************************************** * * Copyright 2009 Younes Manton. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include #include "pipe/p_compiler.h" #include "pipe/p_context.h" #include "util/u_memory.h" #include "util/u_draw.h" #include "util/u_surface.h" #include "util/u_upload_mgr.h" #include "tgsi/tgsi_ureg.h" #include "vl_csc.h" #include "vl_types.h" #include "vl_compositor_gfx.h" enum VS_OUTPUT { VS_O_VPOS = 0, VS_O_COLOR = 0, VS_O_VTEX = 0, VS_O_VTOP, VS_O_VBOTTOM, }; void * create_vert_shader(struct vl_compositor *c) { struct ureg_program *shader; struct ureg_src vpos, vtex, color; struct ureg_dst tmp; struct ureg_dst o_vpos, o_vtex, o_color; struct ureg_dst o_vtop, o_vbottom; shader = ureg_create(PIPE_SHADER_VERTEX); if (!shader) return false; vpos = ureg_DECL_vs_input(shader, 0); vtex = ureg_DECL_vs_input(shader, 1); color = ureg_DECL_vs_input(shader, 2); tmp = ureg_DECL_temporary(shader); o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS); o_color = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, VS_O_COLOR); o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX); o_vtop = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP); o_vbottom = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM); /* * o_vpos = vpos * o_vtex = vtex * o_color = color */ ureg_MOV(shader, o_vpos, vpos); ureg_MOV(shader, o_vtex, vtex); ureg_MOV(shader, o_color, color); /* * tmp.x = vtex.w / 2 * tmp.y = vtex.w / 4 * * o_vtop.x = vtex.x * o_vtop.y = vtex.y * tmp.x + 0.25f * o_vtop.z = vtex.y * tmp.y + 0.25f * o_vtop.w = 1 / tmp.x * * o_vbottom.x = vtex.x * o_vbottom.y = vtex.y * tmp.x - 0.25f * o_vbottom.z = vtex.y * tmp.y - 0.25f * o_vbottom.w = 1 / tmp.y */ ureg_MUL(shader, ureg_writemask(tmp, TGSI_WRITEMASK_X), ureg_scalar(vtex, TGSI_SWIZZLE_W), ureg_imm1f(shader, 0.5f)); ureg_MUL(shader, ureg_writemask(tmp, TGSI_WRITEMASK_Y), ureg_scalar(vtex, TGSI_SWIZZLE_W), ureg_imm1f(shader, 0.25f)); ureg_MOV(shader, ureg_writemask(o_vtop, TGSI_WRITEMASK_X), vtex); ureg_MAD(shader, ureg_writemask(o_vtop, TGSI_WRITEMASK_Y), ureg_scalar(vtex, TGSI_SWIZZLE_Y), ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X), ureg_imm1f(shader, 0.25f)); ureg_MAD(shader, ureg_writemask(o_vtop, TGSI_WRITEMASK_Z), ureg_scalar(vtex, TGSI_SWIZZLE_Y), ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_Y), ureg_imm1f(shader, 0.25f)); ureg_RCP(shader, ureg_writemask(o_vtop, TGSI_WRITEMASK_W), ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X)); ureg_MOV(shader, ureg_writemask(o_vbottom, TGSI_WRITEMASK_X), vtex); ureg_MAD(shader, ureg_writemask(o_vbottom, TGSI_WRITEMASK_Y), ureg_scalar(vtex, TGSI_SWIZZLE_Y), ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X), ureg_imm1f(shader, -0.25f)); ureg_MAD(shader, ureg_writemask(o_vbottom, TGSI_WRITEMASK_Z), ureg_scalar(vtex, TGSI_SWIZZLE_Y), ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_Y), ureg_imm1f(shader, -0.25f)); ureg_RCP(shader, ureg_writemask(o_vbottom, TGSI_WRITEMASK_W), ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_Y)); ureg_END(shader); return ureg_create_shader_and_destroy(shader, c->pipe); } static void create_frag_shader_weave(struct ureg_program *shader, struct ureg_dst fragment) { struct ureg_src i_tc[2]; struct ureg_src sampler[3]; struct ureg_dst t_tc[2]; struct ureg_dst t_texel[2]; unsigned i, j; 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) { sampler[i] = ureg_DECL_sampler(shader, i); ureg_DECL_sampler_view(shader, i, TGSI_TEXTURE_2D_ARRAY, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT); } for (i = 0; i < 2; ++i) { t_tc[i] = ureg_DECL_temporary(shader); t_texel[i] = ureg_DECL_temporary(shader); } /* calculate the texture offsets * t_tc.x = i_tc.x * 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_ADD(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 ? 1.0f : 0.0f)); 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), ureg_src(t_tc[i]), ureg_scalar(i_tc[0], TGSI_SWIZZLE_W)); ureg_MUL(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_Z), ureg_src(t_tc[i]), ureg_scalar(i_tc[1], TGSI_SWIZZLE_W)); } /* fetch the texels * texel[0..1].x = tex(t_tc[0..1][0]) * texel[0..1].y = tex(t_tc[0..1][1]) * texel[0..1].z = tex(t_tc[0..1][2]) */ for (i = 0; i < 2; ++i) for (j = 0; j < 3; ++j) { struct ureg_src src = ureg_swizzle(ureg_src(t_tc[i]), TGSI_SWIZZLE_X, j ? TGSI_SWIZZLE_Z : TGSI_SWIZZLE_Y, TGSI_SWIZZLE_W, TGSI_SWIZZLE_W); ureg_TEX(shader, ureg_writemask(t_texel[i], TGSI_WRITEMASK_X << j), TGSI_TEXTURE_2D_ARRAY, src, sampler[j]); } /* calculate linear interpolation factor * factor = |round(i_tc.y) - i_tc.y| * 2 */ 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_YZ), ureg_abs(ureg_src(t_tc[0])), ureg_imm1f(shader, 2.0f)); ureg_LRP(shader, fragment, ureg_swizzle(ureg_src(t_tc[0]), TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z), ureg_src(t_texel[0]), ureg_src(t_texel[1])); for (i = 0; i < 2; ++i) { ureg_release_temporary(shader, t_texel[i]); ureg_release_temporary(shader, t_tc[i]); } } static void create_frag_shader_csc(struct ureg_program *shader, struct ureg_dst texel, struct ureg_dst fragment) { struct ureg_src csc[3]; struct ureg_src lumakey; struct ureg_dst temp[2]; unsigned i; for (i = 0; i < 3; ++i) csc[i] = ureg_DECL_constant(shader, i); lumakey = ureg_DECL_constant(shader, 3); for (i = 0; i < 2; ++i) temp[i] = ureg_DECL_temporary(shader); 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_MOV(shader, ureg_writemask(temp[0], TGSI_WRITEMASK_W), ureg_scalar(ureg_src(texel), TGSI_SWIZZLE_Z)); ureg_SLE(shader, ureg_writemask(temp[1], TGSI_WRITEMASK_W), ureg_src(temp[0]), ureg_scalar(lumakey, TGSI_SWIZZLE_X)); ureg_SGT(shader, ureg_writemask(temp[0], TGSI_WRITEMASK_W), ureg_src(temp[0]), ureg_scalar(lumakey, TGSI_SWIZZLE_Y)); ureg_MAX(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_src(temp[0]), ureg_src(temp[1])); for (i = 0; i < 2; ++i) ureg_release_temporary(shader, temp[i]); } static void create_frag_shader_yuv(struct ureg_program *shader, struct ureg_dst texel) { struct ureg_src tc; struct ureg_src sampler[3]; unsigned i; 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); ureg_DECL_sampler_view(shader, i, TGSI_TEXTURE_2D_ARRAY, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT); } /* * texel.xyz = tex(tc, sampler[i]) */ for (i = 0; i < 3; ++i) ureg_TEX(shader, ureg_writemask(texel, TGSI_WRITEMASK_X << i), TGSI_TEXTURE_2D_ARRAY, tc, sampler[i]); } void * create_frag_shader_video_buffer(struct vl_compositor *c) { struct ureg_program *shader; struct ureg_dst texel; struct ureg_dst fragment; shader = ureg_create(PIPE_SHADER_FRAGMENT); if (!shader) return false; texel = ureg_DECL_temporary(shader); fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); create_frag_shader_yuv(shader, texel); create_frag_shader_csc(shader, texel, fragment); ureg_release_temporary(shader, texel); ureg_END(shader); return ureg_create_shader_and_destroy(shader, c->pipe); } void * create_frag_shader_weave_rgb(struct vl_compositor *c) { struct ureg_program *shader; struct ureg_dst texel, fragment; shader = ureg_create(PIPE_SHADER_FRAGMENT); if (!shader) return false; texel = ureg_DECL_temporary(shader); fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); create_frag_shader_weave(shader, texel); create_frag_shader_csc(shader, texel, fragment); ureg_release_temporary(shader, texel); ureg_END(shader); return ureg_create_shader_and_destroy(shader, c->pipe); } void * create_frag_shader_deint_yuv(struct vl_compositor *c, bool y, bool w) { struct ureg_program *shader; struct ureg_dst texel, fragment; shader = ureg_create(PIPE_SHADER_FRAGMENT); if (!shader) return false; texel = ureg_DECL_temporary(shader); fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); if (w) create_frag_shader_weave(shader, texel); else create_frag_shader_yuv(shader, texel); if (y) ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X), ureg_src(texel)); else ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_XY), ureg_swizzle(ureg_src(texel), TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_W, TGSI_SWIZZLE_W)); ureg_release_temporary(shader, texel); ureg_END(shader); return ureg_create_shader_and_destroy(shader, c->pipe); } void * create_frag_shader_palette(struct vl_compositor *c, bool include_cc) { struct ureg_program *shader; struct ureg_src csc[3]; struct ureg_src tc; struct ureg_src sampler; struct ureg_src palette; struct ureg_dst texel; struct ureg_dst fragment; unsigned i; shader = ureg_create(PIPE_SHADER_FRAGMENT); if (!shader) return false; for (i = 0; include_cc && i < 3; ++i) csc[i] = ureg_DECL_constant(shader, i); tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR); sampler = ureg_DECL_sampler(shader, 0); ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT); palette = ureg_DECL_sampler(shader, 1); ureg_DECL_sampler_view(shader, 1, TGSI_TEXTURE_1D, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT); texel = ureg_DECL_temporary(shader); fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); /* * texel = tex(tc, sampler) * fragment.xyz = tex(texel, palette) * csc * fragment.a = texel.a */ ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler); ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_src(texel)); if (include_cc) { ureg_TEX(shader, texel, TGSI_TEXTURE_1D, ureg_src(texel), palette); for (i = 0; i < 3; ++i) ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(texel)); } else { ureg_TEX(shader, ureg_writemask(fragment, TGSI_WRITEMASK_XYZ), TGSI_TEXTURE_1D, ureg_src(texel), palette); } ureg_release_temporary(shader, texel); ureg_END(shader); return ureg_create_shader_and_destroy(shader, c->pipe); } void * create_frag_shader_rgba(struct vl_compositor *c) { struct ureg_program *shader; struct ureg_src tc, color, sampler; struct ureg_dst texel, fragment; 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); color = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_COLOR, VS_O_COLOR, TGSI_INTERPOLATE_LINEAR); sampler = ureg_DECL_sampler(shader, 0); ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT, TGSI_RETURN_TYPE_FLOAT); texel = ureg_DECL_temporary(shader); fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); /* * fragment = tex(tc, sampler) */ ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler); ureg_MUL(shader, fragment, ureg_src(texel), color); ureg_END(shader); return ureg_create_shader_and_destroy(shader, c->pipe); } void * create_frag_shader_rgb_yuv(struct vl_compositor *c, bool y) { struct ureg_program *shader; struct ureg_src tc, sampler; struct ureg_dst texel, fragment; struct ureg_src csc[3]; unsigned i; shader = ureg_create(PIPE_SHADER_FRAGMENT); if (!shader) return false; for (i = 0; i < 3; ++i) csc[i] = ureg_DECL_constant(shader, i); sampler = ureg_DECL_sampler(shader, 0); tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR); texel = ureg_DECL_temporary(shader); fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler); if (y) { ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X), csc[0], ureg_src(texel)); } else { for (i = 0; i < 2; ++i) ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i + 1], ureg_src(texel)); } ureg_release_temporary(shader, texel); ureg_END(shader); return ureg_create_shader_and_destroy(shader, c->pipe); } static void gen_rect_verts(struct vertex2f *vb, struct vl_compositor_layer *layer) { struct vertex2f tl, tr, br, bl; assert(vb && layer); switch (layer->rotate) { default: case VL_COMPOSITOR_ROTATE_0: tl = layer->dst.tl; tr.x = layer->dst.br.x; tr.y = layer->dst.tl.y; br = layer->dst.br; bl.x = layer->dst.tl.x; bl.y = layer->dst.br.y; break; case VL_COMPOSITOR_ROTATE_90: tl.x = layer->dst.br.x; tl.y = layer->dst.tl.y; tr = layer->dst.br; br.x = layer->dst.tl.x; br.y = layer->dst.br.y; bl = layer->dst.tl; break; case VL_COMPOSITOR_ROTATE_180: tl = layer->dst.br; tr.x = layer->dst.tl.x; tr.y = layer->dst.br.y; br = layer->dst.tl; bl.x = layer->dst.br.x; bl.y = layer->dst.tl.y; break; case VL_COMPOSITOR_ROTATE_270: tl.x = layer->dst.tl.x; tl.y = layer->dst.br.y; tr = layer->dst.tl; br.x = layer->dst.br.x; br.y = layer->dst.tl.y; bl = layer->dst.br; break; } vb[ 0].x = tl.x; vb[ 0].y = tl.y; vb[ 1].x = layer->src.tl.x; vb[ 1].y = layer->src.tl.y; vb[ 2] = layer->zw; vb[ 3].x = layer->colors[0].x; vb[ 3].y = layer->colors[0].y; vb[ 4].x = layer->colors[0].z; vb[ 4].y = layer->colors[0].w; vb[ 5].x = tr.x; vb[ 5].y = tr.y; vb[ 6].x = layer->src.br.x; vb[ 6].y = layer->src.tl.y; vb[ 7] = layer->zw; vb[ 8].x = layer->colors[1].x; vb[ 8].y = layer->colors[1].y; vb[ 9].x = layer->colors[1].z; vb[ 9].y = layer->colors[1].w; vb[10].x = br.x; vb[10].y = br.y; vb[11].x = layer->src.br.x; vb[11].y = layer->src.br.y; vb[12] = layer->zw; vb[13].x = layer->colors[2].x; vb[13].y = layer->colors[2].y; vb[14].x = layer->colors[2].z; vb[14].y = layer->colors[2].w; vb[15].x = bl.x; vb[15].y = bl.y; vb[16].x = layer->src.tl.x; vb[16].y = layer->src.br.y; vb[17] = layer->zw; vb[18].x = layer->colors[3].x; vb[18].y = layer->colors[3].y; vb[19].x = layer->colors[3].z; vb[19].y = layer->colors[3].w; } static inline struct u_rect calc_drawn_area(struct vl_compositor_state *s, struct vl_compositor_layer *layer) { struct vertex2f tl, br; struct u_rect result; assert(s && layer); // rotate switch (layer->rotate) { default: case VL_COMPOSITOR_ROTATE_0: tl = layer->dst.tl; br = layer->dst.br; break; case VL_COMPOSITOR_ROTATE_90: tl.x = layer->dst.br.x; tl.y = layer->dst.tl.y; br.x = layer->dst.tl.x; br.y = layer->dst.br.y; break; case VL_COMPOSITOR_ROTATE_180: tl = layer->dst.br; br = layer->dst.tl; break; case VL_COMPOSITOR_ROTATE_270: tl.x = layer->dst.tl.x; tl.y = layer->dst.br.y; br.x = layer->dst.br.x; br.y = layer->dst.tl.y; break; } // scale result.x0 = tl.x * layer->viewport.scale[0] + layer->viewport.translate[0]; result.y0 = tl.y * layer->viewport.scale[1] + layer->viewport.translate[1]; result.x1 = br.x * layer->viewport.scale[0] + layer->viewport.translate[0]; result.y1 = br.y * layer->viewport.scale[1] + layer->viewport.translate[1]; // and clip result.x0 = MAX2(result.x0, s->scissor.minx); result.y0 = MAX2(result.y0, s->scissor.miny); result.x1 = MIN2(result.x1, s->scissor.maxx); result.y1 = MIN2(result.y1, s->scissor.maxy); return result; } static void gen_vertex_data(struct vl_compositor *c, struct vl_compositor_state *s, struct u_rect *dirty) { struct vertex2f *vb; unsigned i; assert(c); /* Allocate new memory for vertices. */ u_upload_alloc(c->pipe->stream_uploader, 0, c->vertex_buf.stride * VL_COMPOSITOR_MAX_LAYERS * 4, /* size */ 4, /* alignment */ &c->vertex_buf.buffer_offset, &c->vertex_buf.buffer.resource, (void **)&vb); for (i = 0; i < VL_COMPOSITOR_MAX_LAYERS; i++) { if (s->used_layers & (1 << i)) { struct vl_compositor_layer *layer = &s->layers[i]; gen_rect_verts(vb, layer); vb += 20; if (!layer->viewport_valid) { layer->viewport.scale[0] = c->fb_state.width; layer->viewport.scale[1] = c->fb_state.height; layer->viewport.translate[0] = 0; layer->viewport.translate[1] = 0; } if (dirty && layer->clearing) { struct u_rect drawn = calc_drawn_area(s, layer); if ( dirty->x0 >= drawn.x0 && dirty->y0 >= drawn.y0 && dirty->x1 <= drawn.x1 && dirty->y1 <= drawn.y1) { // We clear the dirty area anyway, no need for clear_render_target dirty->x0 = dirty->y0 = VL_COMPOSITOR_MAX_DIRTY; dirty->x1 = dirty->y1 = VL_COMPOSITOR_MIN_DIRTY; } } } } u_upload_unmap(c->pipe->stream_uploader); } static void draw_layers(struct vl_compositor *c, struct vl_compositor_state *s, struct u_rect *dirty) { unsigned vb_index, i; assert(c); for (i = 0, vb_index = 0; i < VL_COMPOSITOR_MAX_LAYERS; ++i) { if (s->used_layers & (1 << i)) { struct vl_compositor_layer *layer = &s->layers[i]; struct pipe_sampler_view **samplers = &layer->sampler_views[0]; unsigned num_sampler_views = !samplers[1] ? 1 : !samplers[2] ? 2 : 3; void *blend = layer->blend ? layer->blend : i ? c->blend_add : c->blend_clear; c->pipe->bind_blend_state(c->pipe, blend); c->pipe->set_viewport_states(c->pipe, 0, 1, &layer->viewport); c->pipe->bind_fs_state(c->pipe, layer->fs); c->pipe->bind_sampler_states(c->pipe, PIPE_SHADER_FRAGMENT, 0, num_sampler_views, layer->samplers); c->pipe->set_sampler_views(c->pipe, PIPE_SHADER_FRAGMENT, 0, num_sampler_views, 0, false, samplers); util_draw_arrays(c->pipe, PIPE_PRIM_QUADS, vb_index * 4, 4); vb_index++; if (dirty) { // Remember the currently drawn area as dirty for the next draw command struct u_rect drawn = calc_drawn_area(s, layer); dirty->x0 = MIN2(drawn.x0, dirty->x0); dirty->y0 = MIN2(drawn.y0, dirty->y0); dirty->x1 = MAX2(drawn.x1, dirty->x1); dirty->y1 = MAX2(drawn.y1, dirty->y1); } } } } void vl_compositor_gfx_render(struct vl_compositor_state *s, struct vl_compositor *c, struct pipe_surface *dst_surface, struct u_rect *dirty_area, bool clear_dirty) { assert(c); assert(dst_surface); c->fb_state.width = dst_surface->width; c->fb_state.height = dst_surface->height; c->fb_state.cbufs[0] = dst_surface; if (!s->scissor_valid) { s->scissor.minx = 0; s->scissor.miny = 0; s->scissor.maxx = dst_surface->width; s->scissor.maxy = dst_surface->height; } c->pipe->set_scissor_states(c->pipe, 0, 1, &s->scissor); gen_vertex_data(c, s, dirty_area); if (clear_dirty && dirty_area && (dirty_area->x0 < dirty_area->x1 || dirty_area->y0 < dirty_area->y1)) { c->pipe->clear_render_target(c->pipe, dst_surface, &s->clear_color, 0, 0, dst_surface->width, dst_surface->height, false); dirty_area->x0 = dirty_area->y0 = VL_COMPOSITOR_MAX_DIRTY; dirty_area->x1 = dirty_area->y1 = VL_COMPOSITOR_MIN_DIRTY; } c->pipe->set_framebuffer_state(c->pipe, &c->fb_state); c->pipe->bind_vs_state(c->pipe, c->vs); c->pipe->set_vertex_buffers(c->pipe, 0, 1, 0, false, &c->vertex_buf); c->pipe->bind_vertex_elements_state(c->pipe, c->vertex_elems_state); pipe_set_constant_buffer(c->pipe, PIPE_SHADER_FRAGMENT, 0, s->shader_params); c->pipe->bind_rasterizer_state(c->pipe, c->rast); draw_layers(c, s, dirty_area); }