mesa/src/gallium/auxiliary/vl/vl_compositor_gfx.c

727 lines
23 KiB
C

/**************************************************************************
*
* 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 <assert.h>
#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);
}