assert(c);
if (c->pipe_cs_composit_supported) {
- c->cs_video_buffer = vl_compositor_cs_create_shader(c, compute_shader_video_buffer);
- if (!c->cs_video_buffer) {
- debug_printf("Unable to create video_buffer compute shader.\n");
+ if (!vl_compositor_cs_init_shaders(c))
return false;
- }
- c->cs_weave_rgb = vl_compositor_cs_create_shader(c, compute_shader_weave);
- if (!c->cs_weave_rgb) {
- debug_printf("Unable to create weave_rgb compute shader.\n");
- return false;
- }
} else if (c->pipe_gfx_supported) {
c->fs_video_buffer = create_frag_shader_video_buffer(c);
if (!c->fs_video_buffer) {
debug_printf("Unable to create YCbCr-to-RGB weave fragment shader.\n");
return false;
}
- }
-
- if (c->pipe_gfx_supported) {
- c->vs = create_vert_shader(c);
- if (!c->vs) {
- debug_printf("Unable to create vertex shader.\n");
- return false;
- }
c->fs_yuv.weave.y = create_frag_shader_deint_yuv(c, true, true);
c->fs_yuv.weave.uv = create_frag_shader_deint_yuv(c, false, true);
c->fs_yuv.bob.y = create_frag_shader_deint_yuv(c, true, false);
c->fs_yuv.bob.uv = create_frag_shader_deint_yuv(c, false, false);
if (!c->fs_yuv.weave.y || !c->fs_yuv.weave.uv ||
- !c->fs_yuv.bob.y || !c->fs_yuv.bob.uv) {
+ !c->fs_yuv.bob.y || !c->fs_yuv.bob.uv) {
debug_printf("Unable to create YCbCr i-to-YCbCr p deint fragment shader.\n");
return false;
}
+ }
+
+ if (c->pipe_gfx_supported) {
+ c->vs = create_vert_shader(c);
+ if (!c->vs) {
+ debug_printf("Unable to create vertex shader.\n");
+ return false;
+ }
c->fs_palette.yuv = create_frag_shader_palette(c, true);
if (!c->fs_palette.yuv) {
assert(c);
if (c->pipe_cs_composit_supported) {
- c->pipe->delete_compute_state(c->pipe, c->cs_video_buffer);
- c->pipe->delete_compute_state(c->pipe, c->cs_weave_rgb);
+ vl_compositor_cs_cleanup_shaders(c);
} else if (c->pipe_gfx_supported) {
c->pipe->delete_fs_state(c->pipe, c->fs_video_buffer);
c->pipe->delete_fs_state(c->pipe, c->fs_weave_rgb);
- }
-
- if (c->pipe_gfx_supported) {
- c->pipe->delete_vs_state(c->pipe, c->vs);
c->pipe->delete_fs_state(c->pipe, c->fs_yuv.weave.y);
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);
+ }
+
+ 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);
s->layers[layer].zw.x = 0.0f;
s->layers[layer].src.tl.y += half_a_line;
s->layers[layer].src.br.y += half_a_line;
- s->layers[layer].fs = (y) ? c->fs_yuv.bob.y : c->fs_yuv.bob.uv;
+ if (c->pipe_gfx_supported)
+ s->layers[layer].fs = (y) ? c->fs_yuv.bob.y : c->fs_yuv.bob.uv;
+ if (c->pipe_cs_composit_supported)
+ s->layers[layer].cs = (y) ? c->cs_yuv.bob.y : c->cs_yuv.bob.uv;
break;
case VL_COMPOSITOR_BOB_BOTTOM:
s->layers[layer].zw.x = 1.0f;
s->layers[layer].src.tl.y -= half_a_line;
s->layers[layer].src.br.y -= half_a_line;
- s->layers[layer].fs = (y) ? c->fs_yuv.bob.y : c->fs_yuv.bob.uv;
+ if (c->pipe_gfx_supported)
+ s->layers[layer].fs = (y) ? c->fs_yuv.bob.y : c->fs_yuv.bob.uv;
+ if (c->pipe_cs_composit_supported)
+ s->layers[layer].cs = (y) ? c->cs_yuv.bob.y : c->cs_yuv.bob.uv;
break;
default:
- s->layers[layer].fs = (y) ? c->fs_yuv.weave.y : c->fs_yuv.weave.uv;
+ if (c->pipe_gfx_supported)
+ s->layers[layer].fs = (y) ? c->fs_yuv.weave.y : c->fs_yuv.weave.uv;
+ if (c->pipe_cs_composit_supported)
+ s->layers[layer].cs = (y) ? c->cs_yuv.weave.y : c->cs_yuv.weave.uv;
break;
}
}
"END\n";
+static const char *compute_shader_yuv_weave_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..5]\n"
+ "DCL SVIEW[0..2], 2D_ARRAY, FLOAT\n"
+ "DCL SAMP[0..2]\n"
+
+ "DCL IMAGE[0], 2D, WR\n"
+ "DCL TEMP[0..15]\n"
+
+ "IMM[0] UINT32 { 8, 8, 1, 0}\n"
+ "IMM[1] FLT32 { 1.0, 2.0, 0.0, 0.0}\n"
+ "IMM[2] UINT32 { 1, 2, 4, 0}\n"
+ "IMM[3] FLT32 { 0.25, 0.5, 0.125, 0.125}\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"
+ "MOV TEMP[2], TEMP[0]\n"
+ /* Translate */
+ "UADD TEMP[2].xy, TEMP[2], -CONST[5].xyxy\n"
+
+ /* Top Y */
+ "U2F TEMP[2], TEMP[2]\n"
+ "DIV TEMP[2].y, TEMP[2].yyyy, IMM[1].yyyy\n"
+ /* Down Y */
+ "MOV TEMP[12], TEMP[2]\n"
+
+ /* Top UV */
+ "MOV TEMP[3], TEMP[2]\n"
+ "DIV TEMP[3].xy, TEMP[3], IMM[1].yyyy\n"
+ /* Down UV */
+ "MOV TEMP[13], TEMP[3]\n"
+
+ /* Texture offset */
+ "ADD TEMP[2].x, TEMP[2].xxxx, IMM[3].yyyy\n"
+ "ADD TEMP[2].y, TEMP[2].yyyy, IMM[3].xxxx\n"
+ "ADD TEMP[12].x, TEMP[12].xxxx, IMM[3].yyyy\n"
+ "ADD TEMP[12].y, TEMP[12].yyyy, IMM[3].xxxx\n"
+
+ "ADD TEMP[3].x, TEMP[3].xxxx, IMM[3].xxxx\n"
+ "ADD TEMP[3].y, TEMP[3].yyyy, IMM[3].wwww\n"
+ "ADD TEMP[13].x, TEMP[13].xxxx, IMM[3].xxxx\n"
+ "ADD TEMP[13].y, TEMP[13].yyyy, IMM[3].wwww\n"
+
+ /* Scale */
+ "DIV TEMP[2].xy, TEMP[2], CONST[3].zwzw\n"
+ "DIV TEMP[12].xy, TEMP[12], CONST[3].zwzw\n"
+ "DIV TEMP[3].xy, TEMP[3], CONST[3].zwzw\n"
+ "DIV TEMP[13].xy, TEMP[13], CONST[3].zwzw\n"
+
+ /* Weave offset */
+ "ADD TEMP[2].y, TEMP[2].yyyy, IMM[3].xxxx\n"
+ "ADD TEMP[12].y, TEMP[12].yyyy, -IMM[3].xxxx\n"
+ "ADD TEMP[3].y, TEMP[3].yyyy, IMM[3].xxxx\n"
+ "ADD TEMP[13].y, TEMP[13].yyyy, -IMM[3].xxxx\n"
+
+ /* Texture layer */
+ "MOV TEMP[14].x, TEMP[2].yyyy\n"
+ "MOV TEMP[14].yz, TEMP[3].yyyy\n"
+ "ROUND TEMP[15], TEMP[14]\n"
+ "ADD TEMP[14], TEMP[14], -TEMP[15]\n"
+ "MOV TEMP[14], |TEMP[14]|\n"
+ "MUL TEMP[14], TEMP[14], IMM[1].yyyy\n"
+
+ /* Normalize */
+ "DIV TEMP[2].xy, TEMP[2], CONST[5].zwzw\n"
+ "DIV TEMP[12].xy, TEMP[12], CONST[5].zwzw\n"
+ "DIV TEMP[15].xy, CONST[5].zwzw, IMM[1].yyyy\n"
+ "DIV TEMP[3].xy, TEMP[3], TEMP[15].xyxy\n"
+ "DIV TEMP[13].xy, TEMP[13], TEMP[15].xyxy\n"
+
+ /* Fetch texels */
+ "MOV TEMP[2].z, IMM[1].wwww\n"
+ "MOV TEMP[3].z, IMM[1].wwww\n"
+ "TEX_LZ TEMP[10].x, TEMP[2], SAMP[0], 2D_ARRAY\n"
+ "TEX_LZ TEMP[10].y, TEMP[3], SAMP[1], 2D_ARRAY\n"
+ "TEX_LZ TEMP[10].z, TEMP[3], SAMP[2], 2D_ARRAY\n"
+
+ "MOV TEMP[12].z, IMM[1].xxxx\n"
+ "MOV TEMP[13].z, IMM[1].xxxx\n"
+ "TEX_LZ TEMP[11].x, TEMP[12], SAMP[0], 2D_ARRAY\n"
+ "TEX_LZ TEMP[11].y, TEMP[13], SAMP[1], 2D_ARRAY\n"
+ "TEX_LZ TEMP[11].z, TEMP[13], SAMP[2], 2D_ARRAY\n"
+
+ "LRP TEMP[6], TEMP[14], TEMP[10], TEMP[11]\n"
+ "MOV TEMP[6].w, IMM[1].xxxx\n"
+
+ "STORE IMAGE[0], TEMP[0], TEMP[6], 2D\n"
+ "ENDIF\n"
+
+ "END\n";
+
+static const char *compute_shader_yuv_weave_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..5]\n"
+ "DCL SVIEW[0..2], 2D_ARRAY, FLOAT\n"
+ "DCL SAMP[0..2]\n"
+
+ "DCL IMAGE[0], 2D, WR\n"
+ "DCL TEMP[0..15]\n"
+
+ "IMM[0] UINT32 { 8, 8, 1, 0}\n"
+ "IMM[1] FLT32 { 1.0, 2.0, 0.0, 0.0}\n"
+ "IMM[2] UINT32 { 1, 2, 4, 0}\n"
+ "IMM[3] FLT32 { 0.25, 0.5, 0.125, 0.125}\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"
+ "MOV TEMP[2], TEMP[0]\n"
+ /* Translate */
+ "UADD TEMP[2].xy, TEMP[2], -CONST[5].xyxy\n"
+
+ /* Top Y */
+ "U2F TEMP[2], TEMP[2]\n"
+ "DIV TEMP[2].y, TEMP[2].yyyy, IMM[1].yyyy\n"
+ /* Down Y */
+ "MOV TEMP[12], TEMP[2]\n"
+
+ /* Top UV */
+ "MOV TEMP[3], TEMP[2]\n"
+ "DIV TEMP[3].xy, TEMP[3], IMM[1].yyyy\n"
+ /* Down UV */
+ "MOV TEMP[13], TEMP[3]\n"
+
+ /* Texture offset */
+ "ADD TEMP[2].x, TEMP[2].xxxx, IMM[3].yyyy\n"
+ "ADD TEMP[2].y, TEMP[2].yyyy, IMM[3].xxxx\n"
+ "ADD TEMP[12].x, TEMP[12].xxxx, IMM[3].yyyy\n"
+ "ADD TEMP[12].y, TEMP[12].yyyy, IMM[3].xxxx\n"
+
+ "ADD TEMP[3].x, TEMP[3].xxxx, IMM[3].xxxx\n"
+ "ADD TEMP[3].y, TEMP[3].yyyy, IMM[3].wwww\n"
+ "ADD TEMP[13].x, TEMP[13].xxxx, IMM[3].xxxx\n"
+ "ADD TEMP[13].y, TEMP[13].yyyy, IMM[3].wwww\n"
+
+ /* Scale */
+ "DIV TEMP[2].xy, TEMP[2], CONST[3].zwzw\n"
+ "DIV TEMP[12].xy, TEMP[12], CONST[3].zwzw\n"
+ "DIV TEMP[3].xy, TEMP[3], CONST[3].zwzw\n"
+ "DIV TEMP[13].xy, TEMP[13], CONST[3].zwzw\n"
+
+ /* Weave offset */
+ "ADD TEMP[2].y, TEMP[2].yyyy, IMM[3].xxxx\n"
+ "ADD TEMP[12].y, TEMP[12].yyyy, -IMM[3].xxxx\n"
+ "ADD TEMP[3].y, TEMP[3].yyyy, IMM[3].xxxx\n"
+ "ADD TEMP[13].y, TEMP[13].yyyy, -IMM[3].xxxx\n"
+
+ /* Texture layer */
+ "MOV TEMP[14].x, TEMP[2].yyyy\n"
+ "MOV TEMP[14].yz, TEMP[3].yyyy\n"
+ "ROUND TEMP[15], TEMP[14]\n"
+ "ADD TEMP[14], TEMP[14], -TEMP[15]\n"
+ "MOV TEMP[14], |TEMP[14]|\n"
+ "MUL TEMP[14], TEMP[14], IMM[1].yyyy\n"
+
+ /* Normalize */
+ "DIV TEMP[2].xy, TEMP[2], CONST[5].zwzw\n"
+ "DIV TEMP[12].xy, TEMP[12], CONST[5].zwzw\n"
+ "DIV TEMP[15].xy, CONST[5].zwzw, IMM[1].yyyy\n"
+ "DIV TEMP[3].xy, TEMP[3], TEMP[15].xyxy\n"
+ "DIV TEMP[13].xy, TEMP[13], TEMP[15].xyxy\n"
+
+ /* Fetch texels */
+ "MOV TEMP[2].z, IMM[1].wwww\n"
+ "MOV TEMP[3].z, IMM[1].wwww\n"
+ "TEX_LZ TEMP[10].x, TEMP[2], SAMP[0], 2D_ARRAY\n"
+ "TEX_LZ TEMP[10].y, TEMP[3], SAMP[1], 2D_ARRAY\n"
+ "TEX_LZ TEMP[10].z, TEMP[3], SAMP[2], 2D_ARRAY\n"
+
+ "MOV TEMP[12].z, IMM[1].xxxx\n"
+ "MOV TEMP[13].z, IMM[1].xxxx\n"
+ "TEX_LZ TEMP[11].x, TEMP[12], SAMP[0], 2D_ARRAY\n"
+ "TEX_LZ TEMP[11].y, TEMP[13], SAMP[1], 2D_ARRAY\n"
+ "TEX_LZ TEMP[11].z, TEMP[13], SAMP[2], 2D_ARRAY\n"
+
+ "LRP TEMP[6], TEMP[14], TEMP[10], TEMP[11]\n"
+ "MOV TEMP[6].w, IMM[1].xxxx\n"
+
+ "MOV TEMP[7].xy, TEMP[6].yzww\n"
+
+ "STORE IMAGE[0], TEMP[0], TEMP[7], 2D\n"
+ "ENDIF\n"
+
+ "END\n";
+
+static const char *compute_shader_yuv_bob_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..5]\n"
+ "DCL SVIEW[0..2], RECT, FLOAT\n"
+ "DCL SAMP[0..2]\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, 0.0, 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"
+ "DIV TEMP[3], TEMP[2], IMM[1].yyyy\n"
+
+ /* Scale */
+ "DIV TEMP[2], TEMP[2], CONST[3].zwzw\n"
+ "DIV TEMP[3], TEMP[3], CONST[3].zwzw\n"
+
+ /* Fetch texels */
+ "TEX_LZ TEMP[4].x, TEMP[2], SAMP[0], RECT\n"
+ "TEX_LZ TEMP[4].y, TEMP[3], SAMP[1], RECT\n"
+ "TEX_LZ TEMP[4].z, TEMP[3], SAMP[2], RECT\n"
+
+ "MOV TEMP[4].w, IMM[1].xxxx\n"
+
+ "STORE IMAGE[0], TEMP[0], TEMP[4], 2D\n"
+ "ENDIF\n"
+
+ "END\n";
+
+static const char *compute_shader_yuv_bob_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..5]\n"
+ "DCL SVIEW[0..2], RECT, FLOAT\n"
+ "DCL SAMP[0..2]\n"
+
+ "DCL IMAGE[0], 2D, WR\n"
+ "DCL TEMP[0..5]\n"
+
+ "IMM[0] UINT32 { 8, 8, 1, 0}\n"
+ "IMM[1] FLT32 { 1.0, 2.0, 0.0, 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"
+ "DIV TEMP[3], TEMP[2], IMM[1].yyyy\n"
+
+ /* Scale */
+ "DIV TEMP[2], TEMP[2], CONST[3].zwzw\n"
+ "DIV TEMP[3], TEMP[3], CONST[3].zwzw\n"
+
+ /* Fetch texels */
+ "TEX_LZ TEMP[4].x, TEMP[2], SAMP[0], RECT\n"
+ "TEX_LZ TEMP[4].y, TEMP[3], SAMP[1], RECT\n"
+ "TEX_LZ TEMP[4].z, TEMP[3], SAMP[2], RECT\n"
+
+ "MOV TEMP[4].w, IMM[1].xxxx\n"
+
+ "MOV TEMP[5].xy, TEMP[4].yzww\n"
+
+ "STORE IMAGE[0], TEMP[0], TEMP[5], 2D\n"
+ "ENDIF\n"
+
+ "END\n";
+
static void
cs_launch(struct vl_compositor *c,
void *cs,
draw_layers(c, s, dirty_area);
}
+
+bool vl_compositor_cs_init_shaders(struct vl_compositor *c)
+{
+ assert(c);
+
+ c->cs_video_buffer = vl_compositor_cs_create_shader(c, compute_shader_video_buffer);
+ if (!c->cs_video_buffer) {
+ debug_printf("Unable to create video_buffer compute shader.\n");
+ return false;
+ }
+
+ c->cs_weave_rgb = vl_compositor_cs_create_shader(c, compute_shader_weave);
+ if (!c->cs_weave_rgb) {
+ debug_printf("Unable to create weave_rgb compute shader.\n");
+ return false;
+ }
+
+ c->cs_yuv.weave.y = vl_compositor_cs_create_shader(c, compute_shader_yuv_weave_y);
+ c->cs_yuv.weave.uv = vl_compositor_cs_create_shader(c, compute_shader_yuv_weave_uv);
+ c->cs_yuv.bob.y = vl_compositor_cs_create_shader(c, compute_shader_yuv_bob_y);
+ c->cs_yuv.bob.uv = vl_compositor_cs_create_shader(c, compute_shader_yuv_bob_uv);
+ if (!c->cs_yuv.weave.y || !c->cs_yuv.weave.uv ||
+ !c->cs_yuv.bob.y || !c->cs_yuv.bob.uv) {
+ debug_printf("Unable to create YCbCr i-to-YCbCr p deint compute shader.\n");
+ return false;
+ }
+
+ return true;
+}
+
+void vl_compositor_cs_cleanup_shaders(struct vl_compositor *c)
+{
+ assert(c);
+
+ if (c->cs_video_buffer)
+ c->pipe->delete_compute_state(c->pipe, c->cs_video_buffer);
+ if (c->cs_weave_rgb)
+ c->pipe->delete_compute_state(c->pipe, c->cs_weave_rgb);
+ if (c->cs_yuv.weave.y)
+ c->pipe->delete_compute_state(c->pipe, c->cs_yuv.weave.y);
+ if (c->cs_yuv.weave.uv)
+ c->pipe->delete_compute_state(c->pipe, c->cs_yuv.weave.uv);
+ if (c->cs_yuv.bob.y)
+ c->pipe->delete_compute_state(c->pipe, c->cs_yuv.bob.y);
+ if (c->cs_yuv.bob.uv)
+ c->pipe->delete_compute_state(c->pipe, c->cs_yuv.bob.uv);
+}