--- /dev/null
+/**************************************************************************
+ *
+ * Copyright 2013 Grigori Goronzy <greg@chown.ath.cx>.
+ * 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 TUNGSTEN GRAPHICS 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.
+ *
+ **************************************************************************/
+
+/*
+ * References:
+ *
+ * Lin, S. F., Chang, Y. L., & Chen, L. G. (2003).
+ * Motion adaptive interpolation with horizontal motion detection for deinterlacing.
+ * Consumer Electronics, IEEE Transactions on, 49(4), 1256-1265.
+ *
+ * Pei-Yin, C. H. E. N., & Yao-Hsien, L. A. I. (2007).
+ * A low-complexity interpolation method for deinterlacing.
+ * IEICE transactions on information and systems, 90(2), 606-608.
+ *
+ */
+
+#include <stdio.h>
+
+#include "pipe/p_context.h"
+
+#include "tgsi/tgsi_ureg.h"
+
+#include "util/u_draw.h"
+#include "util/u_memory.h"
+#include "util/u_math.h"
+
+#include "vl_types.h"
+#include "vl_video_buffer.h"
+#include "vl_vertex_buffers.h"
+#include "vl_deint_filter.h"
+
+enum VS_OUTPUT
+{
+ VS_O_VPOS = 0,
+ VS_O_VTEX = 0
+};
+
+static void *
+create_vert_shader(struct vl_deint_filter *filter)
+{
+ struct ureg_program *shader;
+ struct ureg_src i_vpos;
+ struct ureg_dst o_vpos, o_vtex;
+
+ shader = ureg_create(TGSI_PROCESSOR_VERTEX);
+ if (!shader)
+ return NULL;
+
+ i_vpos = ureg_DECL_vs_input(shader, 0);
+ o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
+ o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
+
+ ureg_MOV(shader, o_vpos, i_vpos);
+ ureg_MOV(shader, o_vtex, i_vpos);
+
+ ureg_END(shader);
+
+ return ureg_create_shader_and_destroy(shader, filter->pipe);
+}
+
+static void *
+create_copy_frag_shader(struct vl_deint_filter *filter, unsigned field)
+{
+ struct ureg_program *shader;
+ struct ureg_src i_vtex;
+ struct ureg_src sampler;
+ struct ureg_dst o_fragment;
+ struct ureg_dst t_tex;
+
+ shader = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ if (!shader) {
+ return NULL;
+ }
+ t_tex = ureg_DECL_temporary(shader);
+
+ i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
+ sampler = ureg_DECL_sampler(shader, 2);
+ o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
+
+ ureg_MOV(shader, t_tex, i_vtex);
+ if (field) {
+ ureg_MOV(shader, ureg_writemask(t_tex, TGSI_WRITEMASK_ZW),
+ ureg_imm4f(shader, 0, 0, 1.0f, 0));
+ } else {
+ ureg_MOV(shader, ureg_writemask(t_tex, TGSI_WRITEMASK_ZW),
+ ureg_imm1f(shader, 0));
+ }
+
+ ureg_TEX(shader, o_fragment, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_tex), sampler);
+
+ ureg_release_temporary(shader, t_tex);
+ ureg_END(shader);
+
+ return ureg_create_shader_and_destroy(shader, filter->pipe);
+}
+
+static void *
+create_deint_frag_shader(struct vl_deint_filter *filter, unsigned field,
+ struct vertex2f *sizes, bool spatial_filter)
+{
+ struct ureg_program *shader;
+ struct ureg_src i_vtex;
+ struct ureg_src sampler_cur;
+ struct ureg_src sampler_prevprev;
+ struct ureg_src sampler_prev;
+ struct ureg_src sampler_next;
+ struct ureg_dst o_fragment;
+ struct ureg_dst t_tex;
+ struct ureg_dst t_comp_top, t_comp_bot;
+ struct ureg_dst t_diff;
+ struct ureg_dst t_a, t_b;
+ struct ureg_dst t_weave, t_linear;
+
+ shader = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ if (!shader) {
+ return NULL;
+ }
+
+ t_tex = ureg_DECL_temporary(shader);
+ t_comp_top = ureg_DECL_temporary(shader);
+ t_comp_bot = ureg_DECL_temporary(shader);
+ t_diff = ureg_DECL_temporary(shader);
+ t_a = ureg_DECL_temporary(shader);
+ t_b = ureg_DECL_temporary(shader);
+ t_weave = ureg_DECL_temporary(shader);
+ t_linear = ureg_DECL_temporary(shader);
+
+ i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
+ sampler_prevprev = ureg_DECL_sampler(shader, 0);
+ sampler_prev = ureg_DECL_sampler(shader, 1);
+ sampler_cur = ureg_DECL_sampler(shader, 2);
+ sampler_next = ureg_DECL_sampler(shader, 3);
+ o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
+
+ // we don't care about ZW interpolation (allows better optimization)
+ ureg_MOV(shader, t_tex, i_vtex);
+ ureg_MOV(shader, ureg_writemask(t_tex, TGSI_WRITEMASK_ZW),
+ ureg_imm1f(shader, 0));
+
+ // sample between texels for cheap lowpass
+ ureg_ADD(shader, t_comp_top, ureg_src(t_tex),
+ ureg_imm4f(shader, sizes->x * 0.5f, sizes->y * -0.5f, 0, 0));
+ ureg_ADD(shader, t_comp_bot, ureg_src(t_tex),
+ ureg_imm4f(shader, sizes->x * -0.5f, sizes->y * 0.5f, 1.0f, 0));
+
+ if (field == 0) {
+ /* interpolating top field -> current field is a bottom field */
+ // cur vs prev2
+ ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_cur);
+ ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_prevprev);
+ ureg_SUB(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_src(t_a), ureg_src(t_b));
+ // prev vs next
+ ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_prev);
+ ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_next);
+ ureg_SUB(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_Y), ureg_src(t_a), ureg_src(t_b));
+ } else {
+ /* interpolating bottom field -> current field is a top field */
+ // cur vs prev2
+ ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_cur);
+ ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_prevprev);
+ ureg_SUB(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_src(t_a), ureg_src(t_b));
+ // prev vs next
+ ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_prev);
+ ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_next);
+ ureg_SUB(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_Y), ureg_src(t_a), ureg_src(t_b));
+ }
+
+ // absolute maximum of differences
+ ureg_MAX(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_abs(ureg_src(t_diff)),
+ ureg_scalar(ureg_abs(ureg_src(t_diff)), TGSI_SWIZZLE_Y));
+
+ if (field == 0) {
+ /* weave with prev top field */
+ ureg_TEX(shader, t_weave, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_tex), sampler_prev);
+ /* get linear interpolation from current bottom field */
+ ureg_ADD(shader, t_comp_top, ureg_src(t_tex), ureg_imm4f(shader, 0, sizes->y * -1.0f, 1.0f, 0));
+ ureg_TEX(shader, t_linear, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_cur);
+ } else {
+ /* weave with prev bottom field */
+ ureg_ADD(shader, t_comp_bot, ureg_src(t_tex), ureg_imm4f(shader, 0, 0, 1.0f, 0));
+ ureg_TEX(shader, t_weave, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_prev);
+ /* get linear interpolation from current top field */
+ ureg_ADD(shader, t_comp_bot, ureg_src(t_tex), ureg_imm4f(shader, 0, sizes->y * 1.0f, 0, 0));
+ ureg_TEX(shader, t_linear, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_cur);
+ }
+
+ // mix between weave and linear
+ // fully weave if diff < 6 (0.02353), fully interpolate if diff > 14 (0.05490)
+ ureg_ADD(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_src(t_diff),
+ ureg_imm4f(shader, -0.02353f, 0, 0, 0));
+ ureg_MUL(shader, ureg_saturate(ureg_writemask(t_diff, TGSI_WRITEMASK_X)),
+ ureg_src(t_diff), ureg_imm4f(shader, 31.8750f, 0, 0, 0));
+ ureg_LRP(shader, ureg_writemask(o_fragment, TGSI_WRITEMASK_X), ureg_src(t_diff),
+ ureg_src(t_linear), ureg_src(t_weave));
+
+ ureg_release_temporary(shader, t_tex);
+ ureg_release_temporary(shader, t_comp_top);
+ ureg_release_temporary(shader, t_comp_bot);
+ ureg_release_temporary(shader, t_diff);
+ ureg_release_temporary(shader, t_a);
+ ureg_release_temporary(shader, t_b);
+ ureg_release_temporary(shader, t_weave);
+ ureg_release_temporary(shader, t_linear);
+ ureg_END(shader);
+
+ return ureg_create_shader_and_destroy(shader, filter->pipe);
+}
+
+bool
+vl_deint_filter_init(struct vl_deint_filter *filter, struct pipe_context *pipe,
+ unsigned video_width, unsigned video_height,
+ bool skip_chroma, bool spatial_filter)
+{
+ struct pipe_rasterizer_state rs_state;
+ struct pipe_blend_state blend;
+ struct pipe_sampler_state sampler;
+ struct pipe_vertex_element ve;
+ struct vertex2f sizes;
+ struct pipe_video_buffer templ;
+
+ assert(filter && pipe);
+ assert(video_width && video_height);
+
+ memset(filter, 0, sizeof(*filter));
+ filter->pipe = pipe;
+ filter->skip_chroma = skip_chroma;
+ filter->video_width = video_width;
+ filter->video_height = video_height;
+
+ /* TODO: handle other than 4:2:0 subsampling */
+ memset(&templ, 0, sizeof(templ));
+ templ.buffer_format = PIPE_FORMAT_YV12;
+ templ.chroma_format = PIPE_VIDEO_CHROMA_FORMAT_420;
+ templ.width = video_width;
+ templ.height = video_height;
+ templ.interlaced = true;
+ filter->video_buffer = vl_video_buffer_create(pipe, &templ);
+ if (!filter->video_buffer)
+ goto error_video_buffer;
+
+ memset(&rs_state, 0, sizeof(rs_state));
+ rs_state.half_pixel_center = true;
+ rs_state.bottom_edge_rule = true;
+ rs_state.depth_clip = 1;
+ filter->rs_state = pipe->create_rasterizer_state(pipe, &rs_state);
+ if (!filter->rs_state)
+ goto error_rs_state;
+
+ memset(&blend, 0, sizeof blend);
+ blend.rt[0].colormask = PIPE_MASK_RGBA;
+ filter->blend = pipe->create_blend_state(pipe, &blend);
+ if (!filter->blend)
+ goto error_blend;
+
+ memset(&sampler, 0, sizeof(sampler));
+ sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler.min_img_filter = PIPE_TEX_FILTER_LINEAR;
+ sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
+ sampler.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
+ sampler.normalized_coords = 1;
+ filter->sampler[0] = pipe->create_sampler_state(pipe, &sampler);
+ filter->sampler[1] = filter->sampler[2] = filter->sampler[3] = filter->sampler[0];
+ if (!filter->sampler[0])
+ goto error_sampler;
+
+ filter->quad = vl_vb_upload_quads(pipe);
+ if(!filter->quad.buffer)
+ goto error_quad;
+
+ memset(&ve, 0, sizeof(ve));
+ ve.src_offset = 0;
+ ve.instance_divisor = 0;
+ ve.vertex_buffer_index = 0;
+ ve.src_format = PIPE_FORMAT_R32G32_FLOAT;
+ filter->ves = pipe->create_vertex_elements_state(pipe, 1, &ve);
+ if (!filter->ves)
+ goto error_ves;
+
+ sizes.x = 1.0f / video_width;
+ sizes.y = 1.0f / video_height;
+
+ filter->vs = create_vert_shader(filter);
+ if (!filter->vs)
+ goto error_vs;
+
+ filter->fs_copy_top = create_copy_frag_shader(filter, 0);
+ if (!filter->fs_copy_top)
+ goto error_fs_copy_top;
+
+ filter->fs_copy_bottom = create_copy_frag_shader(filter, 1);
+ if (!filter->fs_copy_bottom)
+ goto error_fs_copy_bottom;
+
+ filter->fs_deint_top = create_deint_frag_shader(filter, 0, &sizes, spatial_filter);
+ if (!filter->fs_deint_top)
+ goto error_fs_deint_top;
+
+ filter->fs_deint_bottom = create_deint_frag_shader(filter, 1, &sizes, spatial_filter);
+ if (!filter->fs_deint_bottom)
+ goto error_fs_deint_bottom;
+
+ return true;
+
+error_fs_deint_bottom:
+ pipe->delete_fs_state(pipe, filter->fs_deint_top);
+
+error_fs_deint_top:
+ pipe->delete_fs_state(pipe, filter->fs_copy_bottom);
+
+error_fs_copy_bottom:
+ pipe->delete_fs_state(pipe, filter->fs_copy_top);
+
+error_fs_copy_top:
+ pipe->delete_vs_state(pipe, filter->vs);
+
+error_vs:
+ pipe->delete_vertex_elements_state(pipe, filter->ves);
+
+error_ves:
+ pipe_resource_reference(&filter->quad.buffer, NULL);
+
+error_quad:
+ pipe->delete_sampler_state(pipe, filter->sampler);
+
+error_sampler:
+ pipe->delete_blend_state(pipe, filter->blend);
+
+error_blend:
+ pipe->delete_rasterizer_state(pipe, filter->rs_state);
+
+error_rs_state:
+ filter->video_buffer->destroy(filter->video_buffer);
+
+error_video_buffer:
+ return false;
+}
+
+void
+vl_deint_filter_cleanup(struct vl_deint_filter *filter)
+{
+ assert(filter);
+
+ filter->pipe->delete_sampler_state(filter->pipe, filter->sampler[0]);
+ filter->pipe->delete_blend_state(filter->pipe, filter->blend);
+ filter->pipe->delete_rasterizer_state(filter->pipe, filter->rs_state);
+ filter->pipe->delete_vertex_elements_state(filter->pipe, filter->ves);
+ pipe_resource_reference(&filter->quad.buffer, NULL);
+
+ filter->pipe->delete_vs_state(filter->pipe, filter->vs);
+ filter->pipe->delete_fs_state(filter->pipe, filter->fs_copy_top);
+ filter->pipe->delete_fs_state(filter->pipe, filter->fs_copy_bottom);
+ filter->pipe->delete_fs_state(filter->pipe, filter->fs_deint_top);
+ filter->pipe->delete_fs_state(filter->pipe, filter->fs_deint_bottom);
+
+ filter->video_buffer->destroy(filter->video_buffer);
+}
+
+bool
+vl_deint_filter_check_buffers(struct vl_deint_filter *filter,
+ struct pipe_video_buffer *prevprev,
+ struct pipe_video_buffer *prev,
+ struct pipe_video_buffer *cur,
+ struct pipe_video_buffer *next)
+{
+ int i;
+ struct pipe_video_buffer *bufs[] = { prevprev, prev, cur, next };
+
+ for (i = 0; i < 4; i++) {
+ if (bufs[i]->chroma_format != PIPE_VIDEO_CHROMA_FORMAT_420)
+ return false;
+ if (bufs[i]->width < filter->video_width ||
+ bufs[i]->height < filter->video_height)
+ return false;
+ if (!bufs[i]->interlaced)
+ return false;
+ }
+
+ return true;
+}
+
+void
+vl_deint_filter_render(struct vl_deint_filter *filter,
+ struct pipe_video_buffer *prevprev,
+ struct pipe_video_buffer *prev,
+ struct pipe_video_buffer *cur,
+ struct pipe_video_buffer *next,
+ unsigned field)
+{
+ struct pipe_viewport_state viewport;
+ struct pipe_framebuffer_state fb_state;
+ struct pipe_sampler_view **cur_sv;
+ struct pipe_sampler_view **prevprev_sv;
+ struct pipe_sampler_view **prev_sv;
+ struct pipe_sampler_view **next_sv;
+ struct pipe_sampler_view *sampler_views[4];
+ struct pipe_surface **dst_surfaces;
+ int j;
+
+ assert(filter && prevprev && prev && cur && next && field <= 1);
+
+ /* set up destination and source */
+ dst_surfaces = filter->video_buffer->get_surfaces(filter->video_buffer);
+ cur_sv = cur->get_sampler_view_components(cur);
+ prevprev_sv = prevprev->get_sampler_view_components(prevprev);
+ prev_sv = prev->get_sampler_view_components(prev);
+ next_sv = next->get_sampler_view_components(next);
+
+ /* set up pipe state */
+ filter->pipe->bind_rasterizer_state(filter->pipe, filter->rs_state);
+ filter->pipe->bind_blend_state(filter->pipe, filter->blend);
+ filter->pipe->set_vertex_buffers(filter->pipe, 0, 1, &filter->quad);
+ filter->pipe->bind_vertex_elements_state(filter->pipe, filter->ves);
+ filter->pipe->bind_vs_state(filter->pipe, filter->vs);
+ filter->pipe->bind_sampler_states(filter->pipe, PIPE_SHADER_FRAGMENT,
+ 0, 4, filter->sampler);
+
+ /* prepare viewport */
+ memset(&viewport, 0, sizeof(viewport));
+ viewport.scale[2] = 1;
+ viewport.scale[3] = 1;
+
+ /* prepare framebuffer */
+ memset(&fb_state, 0, sizeof(fb_state));
+ fb_state.nr_cbufs = 1;
+
+ /* process each plane separately */
+ for (j = 0; j < 3; j++) {
+ /* select correct YV12 surfaces */
+ int k = j == 1 ? 2 :
+ j == 2 ? 1 : 0;
+ struct pipe_surface *blit_surf = dst_surfaces[2 * k + field];
+ struct pipe_surface *dst_surf = dst_surfaces[2 * k + 1 - field];
+
+ /* update render target state */
+ viewport.scale[0] = blit_surf->texture->width0;
+ viewport.scale[1] = blit_surf->texture->height0;
+ fb_state.width = blit_surf->texture->width0;
+ fb_state.height = blit_surf->texture->height0;
+
+ /* update sampler view sources */
+ sampler_views[0] = prevprev_sv[j];
+ sampler_views[1] = prev_sv[j];
+ sampler_views[2] = cur_sv[j];
+ sampler_views[3] = next_sv[j];
+ filter->pipe->set_sampler_views(filter->pipe, PIPE_SHADER_FRAGMENT, 0, 4, sampler_views);
+
+ /* blit current field */
+ fb_state.cbufs[0] = blit_surf;
+ filter->pipe->bind_fs_state(filter->pipe, field ? filter->fs_copy_bottom : filter->fs_copy_top);
+ filter->pipe->set_framebuffer_state(filter->pipe, &fb_state);
+ filter->pipe->set_viewport_states(filter->pipe, 0, 1, &viewport);
+ util_draw_arrays(filter->pipe, PIPE_PRIM_QUADS, 0, 4);
+
+ /* blit or interpolate other field */
+ fb_state.cbufs[0] = dst_surf;
+ filter->pipe->set_framebuffer_state(filter->pipe, &fb_state);
+ if (j > 0 && filter->skip_chroma) {
+ util_draw_arrays(filter->pipe, PIPE_PRIM_QUADS, 0, 4);
+ } else {
+ filter->pipe->bind_fs_state(filter->pipe, field ? filter->fs_deint_top : filter->fs_deint_bottom);
+ util_draw_arrays(filter->pipe, PIPE_PRIM_QUADS, 0, 4);
+ }
+ }
+}