From: Sonny Jiang Date: Fri, 7 Jun 2019 20:07:29 +0000 (-0400) Subject: gallium/auxiliary/vl: add compute shaders for deint yuv X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=c82f33885574e0f8199415b79d6f2b812360b969;p=mesa.git gallium/auxiliary/vl: add compute shaders for deint yuv Signed-off-by: Sonny Jiang Reviewed-by: Signed-off-by: James Zhu Reviewed-by: Pierre-Eric Pelloux-Prayer --- diff --git a/src/gallium/auxiliary/vl/vl_compositor.c b/src/gallium/auxiliary/vl/vl_compositor.c index 54a3a21d2cb..04808e80d84 100644 --- a/src/gallium/auxiliary/vl/vl_compositor.c +++ b/src/gallium/auxiliary/vl/vl_compositor.c @@ -36,17 +36,9 @@ init_shaders(struct vl_compositor *c) 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) { @@ -59,24 +51,24 @@ init_shaders(struct vl_compositor *c) 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) { @@ -112,19 +104,18 @@ static void cleanup_shaders(struct vl_compositor *c) 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); @@ -355,18 +346,27 @@ set_yuv_layer(struct vl_compositor_state *s, struct vl_compositor *c, 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; } } diff --git a/src/gallium/auxiliary/vl/vl_compositor.h b/src/gallium/auxiliary/vl/vl_compositor.h index 36f9bb3d4dc..596e055cb09 100644 --- a/src/gallium/auxiliary/vl/vl_compositor.h +++ b/src/gallium/auxiliary/vl/vl_compositor.h @@ -135,6 +135,17 @@ struct vl_compositor } bob; } fs_yuv; + struct { + struct { + void *y; + void *uv; + } weave; + struct { + void *y; + void *uv; + } bob; + } cs_yuv; + struct { void *rgb; void *yuv; diff --git a/src/gallium/auxiliary/vl/vl_compositor_cs.c b/src/gallium/auxiliary/vl/vl_compositor_cs.c index abd2aa63f32..1970861271d 100644 --- a/src/gallium/auxiliary/vl/vl_compositor_cs.c +++ b/src/gallium/auxiliary/vl/vl_compositor_cs.c @@ -264,6 +264,322 @@ const char *compute_shader_rgba = "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, @@ -467,3 +783,50 @@ vl_compositor_cs_render(struct vl_compositor_state *s, 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); +} diff --git a/src/gallium/auxiliary/vl/vl_compositor_cs.h b/src/gallium/auxiliary/vl/vl_compositor_cs.h index 8521add5613..28059b6b6e3 100644 --- a/src/gallium/auxiliary/vl/vl_compositor_cs.h +++ b/src/gallium/auxiliary/vl/vl_compositor_cs.h @@ -32,10 +32,6 @@ #include "vl_compositor.h" -extern const char *compute_shader_video_buffer; -extern const char *compute_shader_weave; -extern const char *compute_shader_rgba; - /** * create compute shader */ @@ -53,4 +49,6 @@ vl_compositor_cs_render(struct vl_compositor_state *s, struct u_rect *dirty_area, bool clear_dirty); +bool vl_compositor_cs_init_shaders(struct vl_compositor *c); +void vl_compositor_cs_cleanup_shaders(struct vl_compositor *c); #endif /* vl_compositor_cs_h */