From: Maarten Lankhorst Date: Tue, 18 Dec 2012 12:13:01 +0000 (+0100) Subject: vl/compositor: fix weave shader bugs X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=892c1fa8d8248bcdb153faf0694073e3b4a91ed3;p=mesa.git vl/compositor: fix weave shader bugs Writemask was XY instead of YZ (thanks to calim for spotting it). The pixel calculation resulted in the pixel always being off by one. If y was .5: y' = round(y) + 0.5 = 1.5 Fixing this also means the LRP function has to swap the pixels it, since it's now the other way around for top/bottom. WIth these fixes only chroma for top and bottom pixel rows are wrongly interpolated in my test program: --- nvidia +++ nouveau @@ -1,4 +1,4 @@ -YCbCr[0] = 00c080 +YCbCr[0] = 00b070 YCbCr[1] = 00b070 YCbCr[2] = 029050 YCbCr[3] = 207050 @@ -61,4 +61,4 @@ YCbCr[60] = 0c5070 YCbCr[61] = c05090 YCbCr[62] = 0e70b0 -YCbCr[63] = e080c0 +YCbCr[63] = e070b0 Signed-off-by: Maarten Lankhorst Reviewed-by: Christian König --- diff --git a/src/gallium/auxiliary/vl/vl_compositor.c b/src/gallium/auxiliary/vl/vl_compositor.c index 7ea13bf593d..fecf3c9287f 100644 --- a/src/gallium/auxiliary/vl/vl_compositor.c +++ b/src/gallium/auxiliary/vl/vl_compositor.c @@ -199,13 +199,15 @@ create_frag_shader_weave(struct vl_compositor *c) /* calculate the texture offsets * t_tc.x = i_tc.x - * t_tc.y = (round(i_tc.y) + 0.5) / height * 2 + * 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_ROUND(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), i_tc[i]); + ureg_SUB(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 ? 0.75f : 0.25f)); + ureg_imm1f(shader, i ? -0.25f : 0.25f)); 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), @@ -234,11 +236,11 @@ create_frag_shader_weave(struct vl_compositor *c) 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_XY), + 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, t_texel[0], ureg_swizzle(ureg_src(t_tc[0]), TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z), - ureg_src(t_texel[1]), ureg_src(t_texel[0])); + ureg_src(t_texel[0]), ureg_src(t_texel[1])); /* and finally do colour space transformation * fragment = csc * texel