abd2aa63f32142531b2ca60928240f96df459ac5
[mesa.git] / src / gallium / auxiliary / vl / vl_compositor_cs.c
1 /**************************************************************************
2 *
3 * Copyright 2019 Advanced Micro Devices, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 * Authors: James Zhu <james.zhu<@amd.com>
27 *
28 **************************************************************************/
29
30 #include <assert.h>
31
32 #include "tgsi/tgsi_text.h"
33 #include "vl_compositor_cs.h"
34
35 struct cs_viewport {
36 float scale_x;
37 float scale_y;
38 struct u_rect area;
39 int translate_x;
40 int translate_y;
41 float sampler0_w;
42 float sampler0_h;
43 };
44
45 const char *compute_shader_video_buffer =
46 "COMP\n"
47 "PROPERTY CS_FIXED_BLOCK_WIDTH 8\n"
48 "PROPERTY CS_FIXED_BLOCK_HEIGHT 8\n"
49 "PROPERTY CS_FIXED_BLOCK_DEPTH 1\n"
50
51 "DCL SV[0], THREAD_ID\n"
52 "DCL SV[1], BLOCK_ID\n"
53
54 "DCL CONST[0..5]\n"
55 "DCL SVIEW[0..2], RECT, FLOAT\n"
56 "DCL SAMP[0..2]\n"
57
58 "DCL IMAGE[0], 2D, WR\n"
59 "DCL TEMP[0..7]\n"
60
61 "IMM[0] UINT32 { 8, 8, 1, 0}\n"
62 "IMM[1] FLT32 { 1.0, 2.0, 0.0, 0.0}\n"
63
64 "UMAD TEMP[0].xy, SV[1].xyyy, IMM[0].xyyy, SV[0].xyyy\n"
65
66 /* Drawn area check */
67 "USGE TEMP[1].xy, TEMP[0].xyxy, CONST[4].xyxy\n"
68 "USLT TEMP[1].zw, TEMP[0].xyxy, CONST[4].zwzw\n"
69 "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].yyyy\n"
70 "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].zzzz\n"
71 "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].wwww\n"
72
73 "UIF TEMP[1].xxxx\n"
74 /* Translate */
75 "UADD TEMP[2].xy, TEMP[0].xyyy, -CONST[5].xyxy\n"
76 "U2F TEMP[2].xy, TEMP[2].xyyy\n"
77 "DIV TEMP[3].xy, TEMP[2].xyyy, IMM[1].yyyy\n"
78
79 /* Scale */
80 "DIV TEMP[2].xy, TEMP[2].xyyy, CONST[3].zwww\n"
81 "DIV TEMP[3].xy, TEMP[3].xyyy, CONST[3].zwww\n"
82
83 /* Fetch texels */
84 "TEX_LZ TEMP[4].x, TEMP[2].xyyy, SAMP[0], RECT\n"
85 "TEX_LZ TEMP[4].y, TEMP[3].xyyy, SAMP[1], RECT\n"
86 "TEX_LZ TEMP[4].z, TEMP[3].xyyy, SAMP[2], RECT\n"
87
88 "MOV TEMP[4].w, IMM[1].xxxx\n"
89
90 /* Color Space Conversion */
91 "DP4 TEMP[7].x, CONST[0], TEMP[4]\n"
92 "DP4 TEMP[7].y, CONST[1], TEMP[4]\n"
93 "DP4 TEMP[7].z, CONST[2], TEMP[4]\n"
94
95 "MOV TEMP[5].w, TEMP[4].zzzz\n"
96 "SLE TEMP[6].w, TEMP[5].wwww, CONST[3].xxxx\n"
97 "SGT TEMP[5].w, TEMP[5].wwww, CONST[3].yyyy\n"
98
99 "MAX TEMP[7].w, TEMP[5].wwww, TEMP[6].wwww\n"
100
101 "STORE IMAGE[0], TEMP[0].xyyy, TEMP[7], 2D\n"
102 "ENDIF\n"
103
104 "END\n";
105
106 const char *compute_shader_weave =
107 "COMP\n"
108 "PROPERTY CS_FIXED_BLOCK_WIDTH 8\n"
109 "PROPERTY CS_FIXED_BLOCK_HEIGHT 8\n"
110 "PROPERTY CS_FIXED_BLOCK_DEPTH 1\n"
111
112 "DCL SV[0], THREAD_ID\n"
113 "DCL SV[1], BLOCK_ID\n"
114
115 "DCL CONST[0..5]\n"
116 "DCL SVIEW[0..2], 2D_ARRAY, FLOAT\n"
117 "DCL SAMP[0..2]\n"
118
119 "DCL IMAGE[0], 2D, WR\n"
120 "DCL TEMP[0..15]\n"
121
122 "IMM[0] UINT32 { 8, 8, 1, 0}\n"
123 "IMM[1] FLT32 { 1.0, 2.0, 0.0, 0.0}\n"
124 "IMM[2] UINT32 { 1, 2, 4, 0}\n"
125 "IMM[3] FLT32 { 0.25, 0.5, 0.125, 0.125}\n"
126
127 "UMAD TEMP[0].xy, SV[1].xyyy, IMM[0].xyyy, SV[0].xyyy\n"
128
129 /* Drawn area check */
130 "USGE TEMP[1].xy, TEMP[0].xyxy, CONST[4].xyxy\n"
131 "USLT TEMP[1].zw, TEMP[0].xyxy, CONST[4].zwzw\n"
132 "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].yyyy\n"
133 "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].zzzz\n"
134 "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].wwww\n"
135
136 "UIF TEMP[1].xxxx\n"
137 "MOV TEMP[2].xy, TEMP[0].xyyy\n"
138 /* Translate */
139 "UADD TEMP[2].xy, TEMP[2].xyyy, -CONST[5].xyxy\n"
140
141 /* Top Y */
142 "U2F TEMP[2].xy, TEMP[2].xyyy\n"
143 "DIV TEMP[2].y, TEMP[2].yyyy, IMM[1].yyyy\n"
144 /* Down Y */
145 "MOV TEMP[12].xy, TEMP[2].xyyy\n"
146
147 /* Top UV */
148 "MOV TEMP[3].xy, TEMP[2].xyyy\n"
149 "DIV TEMP[3].xy, TEMP[3], IMM[1].yyyy\n"
150 /* Down UV */
151 "MOV TEMP[13].xy, TEMP[3].xyyy\n"
152
153 /* Texture offset */
154 "ADD TEMP[2].x, TEMP[2].xxxx, IMM[3].yyyy\n"
155 "ADD TEMP[2].y, TEMP[2].yyyy, IMM[3].xxxx\n"
156 "ADD TEMP[12].x, TEMP[12].xxxx, IMM[3].yyyy\n"
157 "ADD TEMP[12].y, TEMP[12].yyyy, IMM[3].xxxx\n"
158
159 "ADD TEMP[3].x, TEMP[3].xxxx, IMM[3].xxxx\n"
160 "ADD TEMP[3].y, TEMP[3].yyyy, IMM[3].wwww\n"
161 "ADD TEMP[13].x, TEMP[13].xxxx, IMM[3].xxxx\n"
162 "ADD TEMP[13].y, TEMP[13].yyyy, IMM[3].wwww\n"
163
164 /* Scale */
165 "DIV TEMP[2].xy, TEMP[2].xyyy, CONST[3].zwzw\n"
166 "DIV TEMP[12].xy, TEMP[12].xyyy, CONST[3].zwzw\n"
167 "DIV TEMP[3].xy, TEMP[3].xyyy, CONST[3].zwzw\n"
168 "DIV TEMP[13].xy, TEMP[13].xyyy, CONST[3].zwzw\n"
169
170 /* Weave offset */
171 "ADD TEMP[2].y, TEMP[2].yyyy, IMM[3].xxxx\n"
172 "ADD TEMP[12].y, TEMP[12].yyyy, -IMM[3].xxxx\n"
173 "ADD TEMP[3].y, TEMP[3].yyyy, IMM[3].xxxx\n"
174 "ADD TEMP[13].y, TEMP[13].yyyy, -IMM[3].xxxx\n"
175
176 /* Texture layer */
177 "MOV TEMP[14].x, TEMP[2].yyyy\n"
178 "MOV TEMP[14].yz, TEMP[3].yyyy\n"
179 "ROUND TEMP[15].xyz, TEMP[14].xyzz\n"
180 "ADD TEMP[14].xyz, TEMP[14].xyzz, -TEMP[15].xyzz\n"
181 "MOV TEMP[14].xyz, |TEMP[14].xyzz|\n"
182 "MUL TEMP[14].xyz, TEMP[14].xyzz, IMM[1].yyyy\n"
183
184 /* Normalize */
185 "DIV TEMP[2].xy, TEMP[2].xyyy, CONST[5].zwzw\n"
186 "DIV TEMP[12].xy, TEMP[12].xyyy, CONST[5].zwzw\n"
187 "DIV TEMP[15].xy, CONST[5].zwzw, IMM[1].yyyy\n"
188 "DIV TEMP[3].xy, TEMP[3].xyyy, TEMP[15].xyxy\n"
189 "DIV TEMP[13].xy, TEMP[13].xyyy, TEMP[15].xyxy\n"
190
191 /* Fetch texels */
192 "MOV TEMP[2].z, IMM[1].wwww\n"
193 "MOV TEMP[3].z, IMM[1].wwww\n"
194 "TEX_LZ TEMP[10].x, TEMP[2].xyzz, SAMP[0], 2D_ARRAY\n"
195 "TEX_LZ TEMP[10].y, TEMP[3].xyzz, SAMP[1], 2D_ARRAY\n"
196 "TEX_LZ TEMP[10].z, TEMP[3].xyzz, SAMP[2], 2D_ARRAY\n"
197
198 "MOV TEMP[12].z, IMM[1].xxxx\n"
199 "MOV TEMP[13].z, IMM[1].xxxx\n"
200 "TEX_LZ TEMP[11].x, TEMP[12].xyzz, SAMP[0], 2D_ARRAY\n"
201 "TEX_LZ TEMP[11].y, TEMP[13].xyzz, SAMP[1], 2D_ARRAY\n"
202 "TEX_LZ TEMP[11].z, TEMP[13].xyzz, SAMP[2], 2D_ARRAY\n"
203
204 "LRP TEMP[6].xyz, TEMP[14].xyzz, TEMP[10].xyzz, TEMP[11].xyzz\n"
205 "MOV TEMP[6].w, IMM[1].xxxx\n"
206
207 /* Color Space Conversion */
208 "DP4 TEMP[9].x, CONST[0], TEMP[6]\n"
209 "DP4 TEMP[9].y, CONST[1], TEMP[6]\n"
210 "DP4 TEMP[9].z, CONST[2], TEMP[6]\n"
211
212 "MOV TEMP[7].w, TEMP[6].zzzz\n"
213 "SLE TEMP[8].w, TEMP[7].wwww, CONST[3].xxxx\n"
214 "SGT TEMP[7].w, TEMP[7].wwww, CONST[3].yyyy\n"
215
216 "MAX TEMP[9].w, TEMP[7].wwww, TEMP[8].wwww\n"
217
218 "STORE IMAGE[0], TEMP[0].xyyy, TEMP[9], 2D\n"
219 "ENDIF\n"
220
221 "END\n";
222
223 const char *compute_shader_rgba =
224 "COMP\n"
225 "PROPERTY CS_FIXED_BLOCK_WIDTH 8\n"
226 "PROPERTY CS_FIXED_BLOCK_HEIGHT 8\n"
227 "PROPERTY CS_FIXED_BLOCK_DEPTH 1\n"
228
229 "DCL SV[0], THREAD_ID\n"
230 "DCL SV[1], BLOCK_ID\n"
231
232 "DCL CONST[0..5]\n"
233 "DCL SVIEW[0], RECT, FLOAT\n"
234 "DCL SAMP[0]\n"
235
236 "DCL IMAGE[0], 2D, WR\n"
237 "DCL TEMP[0..3]\n"
238
239 "IMM[0] UINT32 { 8, 8, 1, 0}\n"
240 "IMM[1] FLT32 { 1.0, 2.0, 0.0, 0.0}\n"
241
242 "UMAD TEMP[0].xy, SV[1].xyyy, IMM[0].xyyy, SV[0].xyyy\n"
243
244 /* Drawn area check */
245 "USGE TEMP[1].xy, TEMP[0].xyxy, CONST[4].xyxy\n"
246 "USLT TEMP[1].zw, TEMP[0].xyxy, CONST[4].zwzw\n"
247 "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].yyyy\n"
248 "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].zzzz\n"
249 "AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].wwww\n"
250
251 "UIF TEMP[1].xxxx\n"
252 /* Translate */
253 "UADD TEMP[2].xy, TEMP[0].xyyy, -CONST[5].xyxy\n"
254 "U2F TEMP[2].xy, TEMP[2].xyyy\n"
255
256 /* Scale */
257 "DIV TEMP[2].xy, TEMP[2].xyyy, CONST[3].zwzw\n"
258
259 /* Fetch texels */
260 "TEX_LZ TEMP[3], TEMP[2].xyyy, SAMP[0], RECT\n"
261
262 "STORE IMAGE[0], TEMP[0].xyyy, TEMP[3], 2D\n"
263 "ENDIF\n"
264
265 "END\n";
266
267 static void
268 cs_launch(struct vl_compositor *c,
269 void *cs,
270 const struct u_rect *draw_area)
271 {
272 struct pipe_context *ctx = c->pipe;
273
274 /* Bind the image */
275 struct pipe_image_view image = {};
276 image.resource = c->fb_state.cbufs[0]->texture;
277 image.shader_access = image.access = PIPE_IMAGE_ACCESS_READ_WRITE;
278 image.format = c->fb_state.cbufs[0]->texture->format;
279
280 ctx->set_shader_images(c->pipe, PIPE_SHADER_COMPUTE, 0, 1, &image);
281
282 /* Bind compute shader */
283 ctx->bind_compute_state(ctx, cs);
284
285 /* Dispatch compute */
286 struct pipe_grid_info info = {};
287 info.block[0] = 8;
288 info.block[1] = 8;
289 info.block[2] = 1;
290 info.grid[0] = DIV_ROUND_UP(draw_area->x1, info.block[0]);
291 info.grid[1] = DIV_ROUND_UP(draw_area->y1, info.block[1]);
292 info.grid[2] = 1;
293
294 ctx->launch_grid(ctx, &info);
295
296 /* Make the result visible to all clients. */
297 ctx->memory_barrier(ctx, PIPE_BARRIER_ALL);
298
299 }
300
301 static inline struct u_rect
302 calc_drawn_area(struct vl_compositor_state *s,
303 struct vl_compositor_layer *layer)
304 {
305 struct vertex2f tl, br;
306 struct u_rect result;
307
308 assert(s && layer);
309
310 tl = layer->dst.tl;
311 br = layer->dst.br;
312
313 /* Scale */
314 result.x0 = tl.x * layer->viewport.scale[0] + layer->viewport.translate[0];
315 result.y0 = tl.y * layer->viewport.scale[1] + layer->viewport.translate[1];
316 result.x1 = br.x * layer->viewport.scale[0] + layer->viewport.translate[0];
317 result.y1 = br.y * layer->viewport.scale[1] + layer->viewport.translate[1];
318
319 /* Clip */
320 result.x0 = MAX2(result.x0, s->scissor.minx);
321 result.y0 = MAX2(result.y0, s->scissor.miny);
322 result.x1 = MIN2(result.x1, s->scissor.maxx);
323 result.y1 = MIN2(result.y1, s->scissor.maxy);
324 return result;
325 }
326
327 static bool
328 set_viewport(struct vl_compositor_state *s,
329 struct cs_viewport *drawn)
330 {
331 struct pipe_transfer *buf_transfer;
332
333 assert(s && drawn);
334
335 void *ptr = pipe_buffer_map(s->pipe, s->shader_params,
336 PIPE_TRANSFER_READ | PIPE_TRANSFER_WRITE,
337 &buf_transfer);
338
339 if (!ptr)
340 return false;
341
342 float *ptr_float = (float *)ptr;
343 ptr_float += sizeof(vl_csc_matrix)/sizeof(float) + 2;
344 *ptr_float++ = drawn->scale_x;
345 *ptr_float++ = drawn->scale_y;
346
347 int *ptr_int = (int *)ptr_float;
348 *ptr_int++ = drawn->area.x0;
349 *ptr_int++ = drawn->area.y0;
350 *ptr_int++ = drawn->area.x1;
351 *ptr_int++ = drawn->area.y1;
352 *ptr_int++ = drawn->translate_x;
353 *ptr_int++ = drawn->translate_y;
354
355 ptr_float = (float *)ptr_int;
356 *ptr_float++ = drawn->sampler0_w;
357 *ptr_float = drawn->sampler0_h;
358 pipe_buffer_unmap(s->pipe, buf_transfer);
359
360 return true;
361 }
362
363 static void
364 draw_layers(struct vl_compositor *c,
365 struct vl_compositor_state *s,
366 struct u_rect *dirty)
367 {
368 unsigned i;
369
370 assert(c);
371
372 for (i = 0; i < VL_COMPOSITOR_MAX_LAYERS; ++i) {
373 if (s->used_layers & (1 << i)) {
374 struct vl_compositor_layer *layer = &s->layers[i];
375 struct pipe_sampler_view **samplers = &layer->sampler_views[0];
376 unsigned num_sampler_views = !samplers[1] ? 1 : !samplers[2] ? 2 : 3;
377 struct cs_viewport drawn;
378
379 drawn.area = calc_drawn_area(s, layer);
380 drawn.scale_x = layer->viewport.scale[0] /
381 (float)layer->sampler_views[0]->texture->width0;
382 drawn.scale_y = drawn.scale_x;
383 drawn.translate_x = (int)layer->viewport.translate[0];
384 drawn.translate_y = (int)layer->viewport.translate[1];
385 drawn.sampler0_w = (float)layer->sampler_views[0]->texture->width0;
386 drawn.sampler0_h = (float)layer->sampler_views[0]->texture->height0;
387 set_viewport(s, &drawn);
388
389 c->pipe->bind_sampler_states(c->pipe, PIPE_SHADER_COMPUTE, 0,
390 num_sampler_views, layer->samplers);
391 c->pipe->set_sampler_views(c->pipe, PIPE_SHADER_COMPUTE, 0,
392 num_sampler_views, samplers);
393
394 cs_launch(c, layer->cs, &(drawn.area));
395
396 /* Unbind. */
397 c->pipe->set_shader_images(c->pipe, PIPE_SHADER_COMPUTE, 0, 1, NULL);
398 c->pipe->set_constant_buffer(c->pipe, PIPE_SHADER_COMPUTE, 0, NULL);
399 c->pipe->set_sampler_views(c->pipe, PIPE_SHADER_FRAGMENT, 0,
400 num_sampler_views, NULL);
401 c->pipe->bind_compute_state(c->pipe, NULL);
402 c->pipe->bind_sampler_states(c->pipe, PIPE_SHADER_COMPUTE, 0,
403 num_sampler_views, NULL);
404
405 if (dirty) {
406 struct u_rect drawn = calc_drawn_area(s, layer);
407 dirty->x0 = MIN2(drawn.x0, dirty->x0);
408 dirty->y0 = MIN2(drawn.y0, dirty->y0);
409 dirty->x1 = MAX2(drawn.x1, dirty->x1);
410 dirty->y1 = MAX2(drawn.y1, dirty->y1);
411 }
412 }
413 }
414 }
415
416 void *
417 vl_compositor_cs_create_shader(struct vl_compositor *c,
418 const char *compute_shader_text)
419 {
420 assert(c && compute_shader_text);
421
422 struct tgsi_token tokens[1024];
423 if (!tgsi_text_translate(compute_shader_text, tokens, ARRAY_SIZE(tokens))) {
424 assert(0);
425 return NULL;
426 }
427
428 struct pipe_compute_state state = {};
429 state.ir_type = PIPE_SHADER_IR_TGSI;
430 state.prog = tokens;
431
432 /* create compute shader */
433 return c->pipe->create_compute_state(c->pipe, &state);
434 }
435
436 void
437 vl_compositor_cs_render(struct vl_compositor_state *s,
438 struct vl_compositor *c,
439 struct pipe_surface *dst_surface,
440 struct u_rect *dirty_area,
441 bool clear_dirty)
442 {
443 assert(c && s);
444 assert(dst_surface);
445
446 c->fb_state.width = dst_surface->width;
447 c->fb_state.height = dst_surface->height;
448 c->fb_state.cbufs[0] = dst_surface;
449
450 if (!s->scissor_valid) {
451 s->scissor.minx = 0;
452 s->scissor.miny = 0;
453 s->scissor.maxx = dst_surface->width;
454 s->scissor.maxy = dst_surface->height;
455 }
456
457 if (clear_dirty && dirty_area &&
458 (dirty_area->x0 < dirty_area->x1 || dirty_area->y0 < dirty_area->y1)) {
459
460 c->pipe->clear_render_target(c->pipe, dst_surface, &s->clear_color,
461 0, 0, dst_surface->width, dst_surface->height, false);
462 dirty_area->x0 = dirty_area->y0 = VL_COMPOSITOR_MAX_DIRTY;
463 dirty_area->x1 = dirty_area->y1 = VL_COMPOSITOR_MIN_DIRTY;
464 }
465
466 pipe_set_constant_buffer(c->pipe, PIPE_SHADER_COMPUTE, 0, s->shader_params);
467
468 draw_layers(c, s, dirty_area);
469 }