debug_printf("Unable to create YCbCr i-to-YCbCr p deint fragment shader.\n");
return false;
}
+
+ c->fs_rgb_yuv.y = create_frag_shader_rgb_yuv(c, true);
+ c->fs_rgb_yuv.uv = create_frag_shader_rgb_yuv(c, false);
+ if (!c->fs_rgb_yuv.y || !c->fs_rgb_yuv.uv) {
+ debug_printf("Unable to create RGB-to-YUV fragment shader.\n");
+ return false;
+ }
}
if (c->pipe_gfx_supported) {
return false;
}
- c->fs_rgb_yuv.y = create_frag_shader_rgb_yuv(c, true);
- c->fs_rgb_yuv.uv = create_frag_shader_rgb_yuv(c, false);
- if (!c->fs_rgb_yuv.y || !c->fs_rgb_yuv.uv) {
- debug_printf("Unable to create RGB-to-YUV fragment shader.\n");
- return false;
- }
-
c->fs_rgba = create_frag_shader_rgba(c);
if (!c->fs_rgba) {
debug_printf("Unable to create RGB-to-RGB fragment shader.\n");
c->pipe->delete_fs_state(c->pipe, c->fs_yuv.weave.uv);
c->pipe->delete_fs_state(c->pipe, c->fs_yuv.bob.y);
c->pipe->delete_fs_state(c->pipe, c->fs_yuv.bob.uv);
+ c->pipe->delete_fs_state(c->pipe, c->fs_rgb_yuv.y);
+ c->pipe->delete_fs_state(c->pipe, c->fs_rgb_yuv.uv);
}
if (c->pipe_gfx_supported) {
c->pipe->delete_vs_state(c->pipe, c->vs);
c->pipe->delete_fs_state(c->pipe, c->fs_palette.yuv);
c->pipe->delete_fs_state(c->pipe, c->fs_palette.rgb);
- c->pipe->delete_fs_state(c->pipe, c->fs_rgb_yuv.y);
- c->pipe->delete_fs_state(c->pipe, c->fs_rgb_yuv.uv);
c->pipe->delete_fs_state(c->pipe, c->fs_rgba);
}
}
s->used_layers |= 1 << layer;
- s->layers[layer].fs = y? c->fs_rgb_yuv.y : c->fs_rgb_yuv.uv;
+ if (c->pipe_cs_composit_supported)
+ s->layers[layer].cs = y ? c->cs_rgb_yuv.y : c->cs_rgb_yuv.uv;
+ else if (c->pipe_gfx_supported)
+ s->layers[layer].fs = y ? c->fs_rgb_yuv.y : c->fs_rgb_yuv.uv;
s->layers[layer].samplers[0] = c->sampler_linear;
s->layers[layer].samplers[1] = NULL;
"END\n";
+static const char *compute_shader_rgb_yuv_y =
+ "COMP\n"
+ "PROPERTY CS_FIXED_BLOCK_WIDTH 8\n"
+ "PROPERTY CS_FIXED_BLOCK_HEIGHT 8\n"
+ "PROPERTY CS_FIXED_BLOCK_DEPTH 1\n"
+
+ "DCL SV[0], THREAD_ID\n"
+ "DCL SV[1], BLOCK_ID\n"
+
+ "DCL CONST[0..7]\n"
+ "DCL SVIEW[0], RECT, FLOAT\n"
+ "DCL SAMP[0]\n"
+
+ "DCL IMAGE[0], 2D, WR\n"
+ "DCL TEMP[0..4]\n"
+
+ "IMM[0] UINT32 { 8, 8, 1, 0}\n"
+ "IMM[1] FLT32 { 1.0, 2.0, 0.5, 0.0}\n"
+
+ "UMAD TEMP[0], SV[1], IMM[0], SV[0]\n"
+
+ /* Drawn area check */
+ "USGE TEMP[1].xy, TEMP[0].xyxy, CONST[4].xyxy\n"
+ "USLT TEMP[1].zw, TEMP[0].xyxy, CONST[4].zwzw\n"
+ "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].yyyy\n"
+ "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].zzzz\n"
+ "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].wwww\n"
+
+ "UIF TEMP[1]\n"
+ /* Translate */
+ "UADD TEMP[2].xy, TEMP[0], -CONST[5].xyxy\n"
+ "U2F TEMP[2], TEMP[2]\n"
+
+ /* Texture offset */
+ "ADD TEMP[2].xy, TEMP[2].xyxx, IMM[1].zzzz\n"
+
+ /* Scale */
+ "DIV TEMP[2], TEMP[2], CONST[3].zwzw\n"
+
+ /* Crop */
+ "MOV TEMP[4].xy, CONST[6].zwww\n"
+ "I2F TEMP[4], TEMP[4]\n"
+ "ADD TEMP[2], TEMP[2], TEMP[4]\n"
+
+ /* Clamp coords */
+ "MIN TEMP[2].xy, TEMP[2].xyyy, CONST[7].xyxy\n"
+
+ /* Fetch texels */
+ "TEX_LZ TEMP[4].xyz, TEMP[2], SAMP[0], RECT\n"
+
+ "MOV TEMP[4].w, IMM[1].xxxx\n"
+
+ /* Color Space Conversion */
+ "DP4 TEMP[4].x, CONST[0], TEMP[4]\n"
+
+ "MOV TEMP[4].yzw, IMM[1].xxxx\n"
+
+ "STORE IMAGE[0], TEMP[0], TEMP[4], 2D\n"
+ "ENDIF\n"
+
+ "END\n";
+
+static const char *compute_shader_rgb_yuv_uv =
+ "COMP\n"
+ "PROPERTY CS_FIXED_BLOCK_WIDTH 8\n"
+ "PROPERTY CS_FIXED_BLOCK_HEIGHT 8\n"
+ "PROPERTY CS_FIXED_BLOCK_DEPTH 1\n"
+
+ "DCL SV[0], THREAD_ID\n"
+ "DCL SV[1], BLOCK_ID\n"
+
+ "DCL CONST[0..8]\n"
+ "DCL SVIEW[0], RECT, FLOAT\n"
+ "DCL SAMP[0]\n"
+
+ "DCL IMAGE[0], 2D, WR\n"
+ "DCL TEMP[0..9]\n"
+
+ "IMM[0] UINT32 { 8, 8, 1, 0}\n"
+ "IMM[1] FLT32 { 1.0, 0.25, 0.5, -0.25}\n"
+
+ "UMAD TEMP[0], SV[1], IMM[0], SV[0]\n"
+
+ /* Drawn area check */
+ "USGE TEMP[1].xy, TEMP[0].xyxy, CONST[4].xyxy\n"
+ "USLT TEMP[1].zw, TEMP[0].xyxy, CONST[4].zwzw\n"
+ "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].yyyy\n"
+ "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].zzzz\n"
+ "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].wwww\n"
+
+ "UIF TEMP[1]\n"
+ /* Translate */
+ "UADD TEMP[2].xy, TEMP[0], -CONST[5].xyxy\n"
+ "U2F TEMP[2], TEMP[2]\n"
+
+ /* Texture offset */
+ "ADD TEMP[2].xy, TEMP[2].xyyy, IMM[1].zzzz\n"
+
+ /* Chroma offset */
+ "MAD TEMP[2].xy, CONST[8].xyxy, -IMM[1].zzzz, TEMP[2].xyxy\n"
+
+ /* Sample offset */
+ "ADD TEMP[3].xy, TEMP[2].xyyy, IMM[1].yyyy\n"
+ "ADD TEMP[6].xy, TEMP[2].xyyy, IMM[1].wwww\n"
+ "ADD TEMP[7].xy, TEMP[2].xyyy, IMM[1].wyyy\n"
+ "ADD TEMP[2].xy, TEMP[2].xyyy, IMM[1].ywww\n"
+
+ /* Scale */
+ "DIV TEMP[2], TEMP[2], CONST[3].zwzw\n"
+ "DIV TEMP[3], TEMP[3], CONST[3].zwzw\n"
+ "DIV TEMP[6], TEMP[6], CONST[3].zwzw\n"
+ "DIV TEMP[7], TEMP[7], CONST[3].zwzw\n"
+
+ /* Crop */
+ "MOV TEMP[4].xy, CONST[6].zwww\n"
+ "I2F TEMP[4], TEMP[4]\n"
+ "ADD TEMP[2], TEMP[2], TEMP[4]\n"
+ "ADD TEMP[3], TEMP[3], TEMP[4]\n"
+ "ADD TEMP[6], TEMP[6], TEMP[4]\n"
+ "ADD TEMP[7], TEMP[7], TEMP[4]\n"
+
+ /* Clamp coords */
+ "MIN TEMP[2].xy, TEMP[2].xyyy, CONST[7].zwzw\n"
+ "MIN TEMP[3].xy, TEMP[3].xyyy, CONST[7].zwzw\n"
+ "MIN TEMP[6].xy, TEMP[6].xyyy, CONST[7].zwzw\n"
+ "MIN TEMP[7].xy, TEMP[7].xyyy, CONST[7].zwzw\n"
+
+ /* Fetch texels */
+ "TEX_LZ TEMP[4].xyz, TEMP[2], SAMP[0], RECT\n"
+ "TEX_LZ TEMP[5].xyz, TEMP[3], SAMP[0], RECT\n"
+ "TEX_LZ TEMP[8].xyz, TEMP[6], SAMP[0], RECT\n"
+ "TEX_LZ TEMP[9].xyz, TEMP[7], SAMP[0], RECT\n"
+
+ "ADD TEMP[4].xyz, TEMP[4].xyzz, TEMP[5].xyzz\n"
+ "ADD TEMP[4].xyz, TEMP[4].xyzz, TEMP[8].xyzz\n"
+ "ADD TEMP[4].xyz, TEMP[4].xyzz, TEMP[9].xyzz\n"
+ "MUL TEMP[4].xyz, TEMP[4].xyzz, IMM[1].yyyy\n"
+
+ "MOV TEMP[4].w, IMM[1].xxxx\n"
+
+ /* Color Space Conversion */
+ "DP4 TEMP[5].x, CONST[1], TEMP[4]\n"
+ "DP4 TEMP[5].y, CONST[2], TEMP[4]\n"
+
+ "MOV TEMP[5].zw, IMM[1].xxxx\n"
+
+ "STORE IMAGE[0], TEMP[0], TEMP[5], 2D\n"
+ "ENDIF\n"
+
+ "END\n";
+
static void
cs_launch(struct vl_compositor *c,
void *cs,
return false;
}
+ c->cs_rgb_yuv.y = vl_compositor_cs_create_shader(c, compute_shader_rgb_yuv_y);
+ c->cs_rgb_yuv.uv = vl_compositor_cs_create_shader(c, compute_shader_rgb_yuv_uv);
+ if (!c->cs_rgb_yuv.y || !c->cs_rgb_yuv.uv) {
+ debug_printf("Unable to create RGB-to-NV12 compute shader.\n");
+ return false;
+ }
+
return true;
}
c->pipe->delete_compute_state(c->pipe, c->cs_yuv.progressive.y);
if (c->cs_yuv.progressive.uv)
c->pipe->delete_compute_state(c->pipe, c->cs_yuv.progressive.uv);
+ if (c->cs_rgb_yuv.y)
+ c->pipe->delete_compute_state(c->pipe, c->cs_rgb_yuv.y);
+ if (c->cs_rgb_yuv.uv)
+ c->pipe->delete_compute_state(c->pipe, c->cs_rgb_yuv.uv);
}