/**************************************************************************
- *
+ *
* Copyright 2009 Younes Manton.
* 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
* 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.
* 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.
- *
+ *
**************************************************************************/
#include "vl_compositor.h"
#include <assert.h>
#include <pipe/p_context.h>
#include <util/u_inlines.h>
-#include <tgsi/tgsi_parse.h>
-#include <tgsi/tgsi_build.h>
#include <util/u_memory.h>
+#include <tgsi/tgsi_ureg.h>
#include "vl_csc.h"
-#include "vl_shader_build.h"
-
-struct vertex2f
-{
- float x, y;
-};
-
-struct vertex4f
-{
- float x, y, z, w;
-};
struct vertex_shader_consts
{
float matrix[16];
};
-/*
- * Represents 2 triangles in a strip in normalized coords.
- * Used to render the surface onto the frame buffer.
- */
-static const struct vertex2f surface_verts[4] =
+static bool
+u_video_rects_equal(struct pipe_video_rect *a, struct pipe_video_rect *b)
{
- {0.0f, 0.0f},
- {0.0f, 1.0f},
- {1.0f, 0.0f},
- {1.0f, 1.0f}
-};
+ assert(a && b);
+
+ if (a->x != b->x)
+ return false;
+ if (a->y != b->y)
+ return false;
+ if (a->w != b->w)
+ return false;
+ if (a->h != b->h)
+ return false;
-/*
- * Represents texcoords for the above. We can use the position values directly.
- * TODO: Duplicate these in the shader, no need to create a buffer.
- */
-static const struct vertex2f *surface_texcoords = surface_verts;
+ return true;
+}
-static void
+static bool
create_vert_shader(struct vl_compositor *c)
{
- const unsigned max_tokens = 50;
-
- struct pipe_shader_state vs;
- struct tgsi_token *tokens;
- struct tgsi_header *header;
+ struct ureg_program *shader;
+ struct ureg_src vpos, vtex;
+ struct ureg_dst o_vpos, o_vtex;
- struct tgsi_full_declaration decl;
- struct tgsi_full_instruction inst;
-
- unsigned ti;
-
- unsigned i;
-
- assert(c);
-
- tokens = (struct tgsi_token*)MALLOC(max_tokens * sizeof(struct tgsi_token));
- header = (struct tgsi_header*)&tokens[0];
- *header = tgsi_build_header();
- *(struct tgsi_processor*)&tokens[1] = tgsi_build_processor(TGSI_PROCESSOR_VERTEX, header);
-
- ti = 2;
-
- /*
- * decl i0 ; Vertex pos
- * decl i1 ; Vertex texcoords
- */
- for (i = 0; i < 2; i++) {
- decl = vl_decl_input(i == 0 ? TGSI_SEMANTIC_POSITION : TGSI_SEMANTIC_GENERIC, i, i, i);
- ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
- }
-
- /*
- * decl c0 ; Scaling vector to scale vertex pos rect to destination size
- * decl c1 ; Translation vector to move vertex pos rect into position
- * decl c2 ; Scaling vector to scale texcoord rect to source size
- * decl c3 ; Translation vector to move texcoord rect into position
- */
- decl = vl_decl_constants(TGSI_SEMANTIC_GENERIC, 0, 0, 3);
- ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
-
- /*
- * decl o0 ; Vertex pos
- * decl o1 ; Vertex texcoords
- */
- for (i = 0; i < 2; i++) {
- decl = vl_decl_output(i == 0 ? TGSI_SEMANTIC_POSITION : TGSI_SEMANTIC_GENERIC, i, i, i);
- ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
- }
+ shader = ureg_create(TGSI_PROCESSOR_VERTEX);
+ if (!shader)
+ return false;
- /* decl t0, t1 */
- decl = vl_decl_temps(0, 1);
- ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+ vpos = ureg_DECL_vs_input(shader, 0);
+ vtex = ureg_DECL_vs_input(shader, 1);
+ o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, 0);
+ o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, 1);
/*
- * mad o0, i0, c0, c1 ; Scale and translate unit output rect to destination size and pos
- * mad o1, i1, c2, c3 ; Scale and translate unit texcoord rect to source size and pos
+ * o_vpos = vpos
+ * o_vtex = vtex
*/
- for (i = 0; i < 2; ++i) {
- inst = vl_inst4(TGSI_OPCODE_MAD, TGSI_FILE_OUTPUT, i, TGSI_FILE_INPUT, i, TGSI_FILE_CONSTANT, i * 2, TGSI_FILE_CONSTANT, i * 2 + 1);
- ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
- }
+ ureg_MOV(shader, o_vpos, vpos);
+ ureg_MOV(shader, o_vtex, vtex);
- /* end */
- inst = vl_end();
- ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
+ ureg_END(shader);
- assert(ti <= max_tokens);
+ c->vertex_shader = ureg_create_shader_and_destroy(shader, c->pipe);
+ if (!c->vertex_shader)
+ return false;
- vs.tokens = tokens;
- c->vertex_shader = c->pipe->create_vs_state(c->pipe, &vs);
- FREE(tokens);
+ return true;
}
-static void
+static bool
create_frag_shader(struct vl_compositor *c)
{
- const unsigned max_tokens = 50;
-
- struct pipe_shader_state fs;
- struct tgsi_token *tokens;
- struct tgsi_header *header;
-
- struct tgsi_full_declaration decl;
- struct tgsi_full_instruction inst;
-
- unsigned ti;
-
+ struct ureg_program *shader;
+ struct ureg_src tc;
+ struct ureg_src csc[4];
+ struct ureg_src sampler;
+ struct ureg_dst texel;
+ struct ureg_dst fragment;
unsigned i;
- assert(c);
-
- tokens = (struct tgsi_token*)MALLOC(max_tokens * sizeof(struct tgsi_token));
- header = (struct tgsi_header*)&tokens[0];
- *header = tgsi_build_header();
- *(struct tgsi_processor*)&tokens[1] = tgsi_build_processor(TGSI_PROCESSOR_FRAGMENT, header);
-
- ti = 2;
+ shader = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ if (!shader)
+ return false;
- /* decl i0 ; Texcoords for s0 */
- decl = vl_decl_interpolated_input(TGSI_SEMANTIC_GENERIC, 1, 0, 0, TGSI_INTERPOLATE_LINEAR);
- ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+ tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, 1, TGSI_INTERPOLATE_LINEAR);
+ for (i = 0; i < 4; ++i)
+ csc[i] = ureg_DECL_constant(shader, i);
+ sampler = ureg_DECL_sampler(shader, 0);
+ texel = ureg_DECL_temporary(shader);
+ fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
/*
- * decl c0-c3 ; CSC matrix c0-c3
+ * texel = tex(tc, sampler)
+ * fragment = csc * texel
*/
- decl = vl_decl_constants(TGSI_SEMANTIC_GENERIC, 0, 0, 3);
- ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
-
- /* decl o0 ; Fragment color */
- decl = vl_decl_output(TGSI_SEMANTIC_COLOR, 0, 0, 0);
- ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
-
- /* decl t0 */
- decl = vl_decl_temps(0, 0);
- ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
-
- /* decl s0 ; Sampler for tex containing picture to display */
- decl = vl_decl_samplers(0, 0);
- ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
-
- /* tex2d t0, i0, s0 ; Read src pixel */
- inst = vl_tex(TGSI_TEXTURE_2D, TGSI_FILE_TEMPORARY, 0, TGSI_FILE_INPUT, 0, TGSI_FILE_SAMPLER, 0);
- ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
+ ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler);
+ for (i = 0; i < 4; ++i)
+ ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(texel));
- /*
- * dp4 o0.x, t0, c0 ; Multiply pixel by the color conversion matrix
- * dp4 o0.y, t0, c1
- * dp4 o0.z, t0, c2
- * dp4 o0.w, t0, c3
- */
- for (i = 0; i < 4; ++i) {
- inst = vl_inst3(TGSI_OPCODE_DP4, TGSI_FILE_OUTPUT, 0, TGSI_FILE_TEMPORARY, 0, TGSI_FILE_CONSTANT, i);
- inst.Dst[0].Register.WriteMask = TGSI_WRITEMASK_X << i;
- ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
- }
+ ureg_release_temporary(shader, texel);
+ ureg_END(shader);
- /* end */
- inst = vl_end();
- ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
-
- assert(ti <= max_tokens);
+ c->fragment_shader = ureg_create_shader_and_destroy(shader, c->pipe);
+ if (!c->fragment_shader)
+ return false;
- fs.tokens = tokens;
- c->fragment_shader = c->pipe->create_fs_state(c->pipe, &fs);
- FREE(tokens);
+ return true;
}
static bool
/*sampler.border_color[i] = ;*/
/*sampler.max_anisotropy = ;*/
c->sampler = c->pipe->create_sampler_state(c->pipe, &sampler);
-
+
return true;
}
static void cleanup_pipe_state(struct vl_compositor *c)
{
assert(c);
-
+
c->pipe->delete_sampler_state(c->pipe, c->sampler);
}
static void cleanup_shaders(struct vl_compositor *c)
{
assert(c);
-
+
c->pipe->delete_vs_state(c->pipe, c->vertex_shader);
c->pipe->delete_fs_state(c->pipe, c->fragment_shader);
}
struct fragment_shader_consts fsc;
assert(c);
-
+
/*
- * Create our vertex buffer and vertex buffer element
- * VB contains 4 vertices that render a quad covering the entire window
- * to display a rendered surface
- * Quad is rendered as a tri strip
+ * Create our vertex buffer and vertex buffer elements
*/
- c->vertex_bufs[0].stride = sizeof(struct vertex2f);
- c->vertex_bufs[0].max_index = 3;
- c->vertex_bufs[0].buffer_offset = 0;
- c->vertex_bufs[0].buffer = pipe_buffer_create
+ c->vertex_buf.stride = sizeof(struct vertex4f);
+ c->vertex_buf.max_index = (VL_COMPOSITOR_MAX_LAYERS + 2) * 6 - 1;
+ c->vertex_buf.buffer_offset = 0;
+ c->vertex_buf.buffer = pipe_buffer_create
(
c->pipe->screen,
1,
PIPE_BUFFER_USAGE_VERTEX,
- sizeof(struct vertex2f) * 4
+ sizeof(struct vertex4f) * (VL_COMPOSITOR_MAX_LAYERS + 2) * 6
);
- memcpy
- (
- pipe_buffer_map(c->pipe->screen, c->vertex_bufs[0].buffer, PIPE_BUFFER_USAGE_CPU_WRITE),
- surface_verts,
- sizeof(struct vertex2f) * 4
- );
-
- pipe_buffer_unmap(c->pipe->screen, c->vertex_bufs[0].buffer);
-
c->vertex_elems[0].src_offset = 0;
c->vertex_elems[0].instance_divisor = 0;
c->vertex_elems[0].vertex_buffer_index = 0;
c->vertex_elems[0].nr_components = 2;
c->vertex_elems[0].src_format = PIPE_FORMAT_R32G32_FLOAT;
-
- /*
- * Create our texcoord buffer and texcoord buffer element
- * Texcoord buffer contains the TCs for mapping the rendered surface to the 4 vertices
- */
- c->vertex_bufs[1].stride = sizeof(struct vertex2f);
- c->vertex_bufs[1].max_index = 3;
- c->vertex_bufs[1].buffer_offset = 0;
- c->vertex_bufs[1].buffer = pipe_buffer_create
- (
- c->pipe->screen,
- 1,
- PIPE_BUFFER_USAGE_VERTEX,
- sizeof(struct vertex2f) * 4
- );
-
- memcpy
- (
- pipe_buffer_map(c->pipe->screen, c->vertex_bufs[1].buffer, PIPE_BUFFER_USAGE_CPU_WRITE),
- surface_texcoords,
- sizeof(struct vertex2f) * 4
- );
-
- pipe_buffer_unmap(c->pipe->screen, c->vertex_bufs[1].buffer);
-
- c->vertex_elems[1].src_offset = 0;
+ c->vertex_elems[1].src_offset = sizeof(struct vertex2f);
c->vertex_elems[1].instance_divisor = 0;
- c->vertex_elems[1].vertex_buffer_index = 1;
+ c->vertex_elems[1].vertex_buffer_index = 0;
c->vertex_elems[1].nr_components = 2;
c->vertex_elems[1].src_format = PIPE_FORMAT_R32G32_FLOAT;
- /*
- * Create our vertex shader's constant buffer
- * Const buffer contains scaling and translation vectors
- */
- c->vs_const_buf = pipe_buffer_create
- (
- c->pipe->screen,
- 1,
- PIPE_BUFFER_USAGE_CONSTANT | PIPE_BUFFER_USAGE_DISCARD,
- sizeof(struct vertex_shader_consts)
- );
-
/*
* Create our fragment shader's constant buffer
* Const buffer contains the color conversion matrix and bias vectors
static void
cleanup_buffers(struct vl_compositor *c)
{
- unsigned i;
-
assert(c);
-
- for (i = 0; i < 2; ++i)
- pipe_buffer_reference(&c->vertex_bufs[i].buffer, NULL);
- pipe_buffer_reference(&c->vs_const_buf, NULL);
+ pipe_buffer_reference(&c->vertex_buf.buffer, NULL);
pipe_buffer_reference(&c->fs_const_buf, NULL);
}
bool vl_compositor_init(struct vl_compositor *compositor, struct pipe_context *pipe)
{
+ unsigned i;
+
assert(compositor);
memset(compositor, 0, sizeof(struct vl_compositor));
return false;
}
+ compositor->fb_state.width = 0;
+ compositor->fb_state.height = 0;
+ compositor->bg = NULL;
+ compositor->dirty_bg = false;
+ for (i = 0; i < VL_COMPOSITOR_MAX_LAYERS; ++i)
+ compositor->layers[i] = NULL;
+ compositor->dirty_layers = 0;
+
return true;
}
void vl_compositor_cleanup(struct vl_compositor *compositor)
{
assert(compositor);
-
+
cleanup_buffers(compositor);
cleanup_shaders(compositor);
cleanup_pipe_state(compositor);
}
+void vl_compositor_set_background(struct vl_compositor *compositor,
+ struct pipe_texture *bg, struct pipe_video_rect *bg_src_rect)
+{
+ assert(compositor);
+ assert((bg && bg_src_rect) || (!bg && !bg_src_rect));
+
+ if (compositor->bg != bg ||
+ !u_video_rects_equal(&compositor->bg_src_rect, bg_src_rect)) {
+ pipe_texture_reference(&compositor->bg, bg);
+ /*if (!u_video_rects_equal(&compositor->bg_src_rect, bg_src_rect))*/
+ compositor->bg_src_rect = *bg_src_rect;
+ compositor->dirty_bg = true;
+ }
+}
+
+void vl_compositor_set_layers(struct vl_compositor *compositor,
+ struct pipe_texture *layers[],
+ struct pipe_video_rect *src_rects[],
+ struct pipe_video_rect *dst_rects[],
+ unsigned num_layers)
+{
+ unsigned i;
+
+ assert(compositor);
+ assert(num_layers <= VL_COMPOSITOR_MAX_LAYERS);
+
+ for (i = 0; i < num_layers; ++i)
+ {
+ assert((layers[i] && src_rects[i] && dst_rects[i]) ||
+ (!layers[i] && !src_rects[i] && !dst_rects[i]));
+
+ if (compositor->layers[i] != layers[i] ||
+ !u_video_rects_equal(&compositor->layer_src_rects[i], src_rects[i]) ||
+ !u_video_rects_equal(&compositor->layer_dst_rects[i], dst_rects[i]))
+ {
+ pipe_texture_reference(&compositor->layers[i], layers[i]);
+ /*if (!u_video_rects_equal(&compositor->layer_src_rects[i], src_rects[i]))*/
+ compositor->layer_src_rects[i] = *src_rects[i];
+ /*if (!u_video_rects_equal(&compositor->layer_dst_rects[i], dst_rects[i]))*/
+ compositor->layer_dst_rects[i] = *dst_rects[i];
+ compositor->dirty_layers |= 1 << i;
+ }
+ }
+
+ for (; i < VL_COMPOSITOR_MAX_LAYERS; ++i)
+ pipe_texture_reference(&compositor->layers[i], NULL);
+}
+
+static void gen_rect_verts(unsigned pos,
+ struct pipe_video_rect *src_rect,
+ struct vertex2f *src_inv_size,
+ struct pipe_video_rect *dst_rect,
+ struct vertex2f *dst_inv_size,
+ struct vertex4f *vb)
+{
+ assert(pos < VL_COMPOSITOR_MAX_LAYERS + 2);
+ assert(src_rect);
+ assert(src_inv_size);
+ assert((dst_rect && dst_inv_size) /*|| (!dst_rect && !dst_inv_size)*/);
+ assert(vb);
+
+ vb[pos * 6 + 0].x = dst_rect->x * dst_inv_size->x;
+ vb[pos * 6 + 0].y = dst_rect->y * dst_inv_size->y;
+ vb[pos * 6 + 0].z = src_rect->x * src_inv_size->x;
+ vb[pos * 6 + 0].w = src_rect->y * src_inv_size->y;
+
+ vb[pos * 6 + 1].x = dst_rect->x * dst_inv_size->x;
+ vb[pos * 6 + 1].y = (dst_rect->y + dst_rect->h) * dst_inv_size->y;
+ vb[pos * 6 + 1].z = src_rect->x * src_inv_size->x;
+ vb[pos * 6 + 1].w = (src_rect->y + src_rect->h) * src_inv_size->y;
+
+ vb[pos * 6 + 2].x = (dst_rect->x + dst_rect->w) * dst_inv_size->x;
+ vb[pos * 6 + 2].y = dst_rect->y * dst_inv_size->y;
+ vb[pos * 6 + 2].z = (src_rect->x + src_rect->w) * src_inv_size->x;
+ vb[pos * 6 + 2].w = src_rect->y * src_inv_size->y;
+
+ vb[pos * 6 + 3].x = (dst_rect->x + dst_rect->w) * dst_inv_size->x;
+ vb[pos * 6 + 3].y = dst_rect->y * dst_inv_size->y;
+ vb[pos * 6 + 3].z = (src_rect->x + src_rect->w) * src_inv_size->x;
+ vb[pos * 6 + 3].w = src_rect->y * src_inv_size->y;
+
+ vb[pos * 6 + 4].x = dst_rect->x * dst_inv_size->x;
+ vb[pos * 6 + 4].y = (dst_rect->y + dst_rect->h) * dst_inv_size->y;
+ vb[pos * 6 + 4].z = src_rect->x * src_inv_size->x;
+ vb[pos * 6 + 4].w = (src_rect->y + src_rect->h) * src_inv_size->y;
+
+ vb[pos * 6 + 5].x = (dst_rect->x + dst_rect->w) * dst_inv_size->x;
+ vb[pos * 6 + 5].y = (dst_rect->y + dst_rect->h) * dst_inv_size->y;
+ vb[pos * 6 + 5].z = (src_rect->x + src_rect->w) * src_inv_size->x;
+ vb[pos * 6 + 5].w = (src_rect->y + src_rect->h) * src_inv_size->y;
+}
+
+static unsigned gen_data(struct vl_compositor *c,
+ struct pipe_texture *src_surface,
+ struct pipe_video_rect *src_rect,
+ struct pipe_video_rect *dst_rect,
+ struct pipe_texture **textures)
+{
+ void *vb;
+ unsigned num_rects = 0;
+ unsigned i;
+
+ assert(c);
+ assert(src_surface);
+ assert(src_rect);
+ assert(dst_rect);
+ assert(textures);
+
+ vb = pipe_buffer_map(c->pipe->screen, c->vertex_buf.buffer,
+ PIPE_BUFFER_USAGE_CPU_WRITE | PIPE_BUFFER_USAGE_DISCARD);
+
+ if (!vb)
+ return 0;
+
+ if (c->dirty_bg) {
+ struct vertex2f bg_inv_size = {1.0f / c->bg->width0, 1.0f / c->bg->height0};
+ gen_rect_verts(num_rects, &c->bg_src_rect, &bg_inv_size, NULL, NULL, vb);
+ textures[num_rects] = c->bg;
+ ++num_rects;
+ c->dirty_bg = false;
+ }
+
+ {
+ struct vertex2f src_inv_size = { 1.0f / src_surface->width0, 1.0f / src_surface->height0};
+ gen_rect_verts(num_rects, src_rect, &src_inv_size, dst_rect, &c->fb_inv_size, vb);
+ textures[num_rects] = src_surface;
+ ++num_rects;
+ }
+
+ for (i = 0; c->dirty_layers > 0; i++) {
+ assert(i < VL_COMPOSITOR_MAX_LAYERS);
+
+ if (c->dirty_layers & (1 << i)) {
+ struct vertex2f layer_inv_size = {1.0f / c->layers[i]->width0, 1.0f / c->layers[i]->height0};
+ gen_rect_verts(num_rects, &c->layer_src_rects[i], &layer_inv_size,
+ &c->layer_dst_rects[i], &c->fb_inv_size, vb);
+ textures[num_rects] = c->layers[i];
+ ++num_rects;
+ c->dirty_layers &= ~(1 << i);
+ }
+ }
+
+ pipe_buffer_unmap(c->pipe->screen, c->vertex_buf.buffer);
+
+ return num_rects;
+}
+
+static void draw_layers(struct vl_compositor *c,
+ struct pipe_texture *src_surface,
+ struct pipe_video_rect *src_rect,
+ struct pipe_video_rect *dst_rect)
+{
+ unsigned num_rects;
+ struct pipe_texture *textures[VL_COMPOSITOR_MAX_LAYERS + 2];
+ unsigned i;
+
+ assert(c);
+ assert(src_surface);
+ assert(src_rect);
+ assert(dst_rect);
+
+ num_rects = gen_data(c, src_surface, src_rect, dst_rect, textures);
+
+ for (i = 0; i < num_rects; ++i) {
+ c->pipe->set_fragment_sampler_textures(c->pipe, 1, &textures[i]);
+ c->pipe->draw_arrays(c->pipe, PIPE_PRIM_TRIANGLES, i * 6, 6);
+ }
+}
+
void vl_compositor_render(struct vl_compositor *compositor,
- /*struct pipe_texture *backround,
- struct pipe_video_rect *backround_area,*/
struct pipe_texture *src_surface,
enum pipe_mpeg12_picture_type picture_type,
/*unsigned num_past_surfaces,
struct pipe_video_rect *src_area,
struct pipe_texture *dst_surface,
struct pipe_video_rect *dst_area,
- /*unsigned num_layers,
- struct pipe_texture *layers,
- struct pipe_video_rect *layer_src_areas,
- struct pipe_video_rect *layer_dst_areas*/
struct pipe_fence_handle **fence)
{
- struct vertex_shader_consts *vs_consts;
-
assert(compositor);
assert(src_surface);
assert(src_area);
assert(dst_area);
assert(picture_type == PIPE_MPEG12_PICTURE_TYPE_FRAME);
- compositor->fb_state.width = dst_surface->width0;
- compositor->fb_state.height = dst_surface->height0;
+ if (compositor->fb_state.width != dst_surface->width0) {
+ compositor->fb_inv_size.x = 1.0f / dst_surface->width0;
+ compositor->fb_state.width = dst_surface->width0;
+ }
+ if (compositor->fb_state.height != dst_surface->height0) {
+ compositor->fb_inv_size.y = 1.0f / dst_surface->height0;
+ compositor->fb_state.height = dst_surface->height0;
+ }
+
compositor->fb_state.cbufs[0] = compositor->pipe->screen->get_tex_surface
(
compositor->pipe->screen,
dst_surface,
- 0, 0, 0, PIPE_BUFFER_USAGE_GPU_READ | PIPE_BUFFER_USAGE_GPU_WRITE
+ 0, 0, 0, PIPE_BUFFER_USAGE_GPU_READ_WRITE
);
compositor->viewport.scale[0] = compositor->fb_state.width;
compositor->viewport.translate[2] = 0;
compositor->viewport.translate[3] = 0;
- compositor->scissor.maxx = compositor->fb_state.width;
- compositor->scissor.maxy = compositor->fb_state.height;
-
compositor->pipe->set_framebuffer_state(compositor->pipe, &compositor->fb_state);
compositor->pipe->set_viewport_state(compositor->pipe, &compositor->viewport);
- compositor->pipe->set_scissor_state(compositor->pipe, &compositor->scissor);
compositor->pipe->bind_fragment_sampler_states(compositor->pipe, 1, &compositor->sampler);
- compositor->pipe->set_fragment_sampler_textures(compositor->pipe, 1, &src_surface);
compositor->pipe->bind_vs_state(compositor->pipe, compositor->vertex_shader);
compositor->pipe->bind_fs_state(compositor->pipe, compositor->fragment_shader);
- compositor->pipe->set_vertex_buffers(compositor->pipe, 2, compositor->vertex_bufs);
+ compositor->pipe->set_vertex_buffers(compositor->pipe, 1, &compositor->vertex_buf);
compositor->pipe->set_vertex_elements(compositor->pipe, 2, compositor->vertex_elems);
- compositor->pipe->set_constant_buffer(compositor->pipe, PIPE_SHADER_VERTEX, 0, compositor->vs_const_buf);
compositor->pipe->set_constant_buffer(compositor->pipe, PIPE_SHADER_FRAGMENT, 0, compositor->fs_const_buf);
- vs_consts = pipe_buffer_map
- (
- compositor->pipe->screen,
- compositor->vs_const_buf,
- PIPE_BUFFER_USAGE_CPU_WRITE | PIPE_BUFFER_USAGE_DISCARD
- );
+ draw_layers(compositor, src_surface, src_area, dst_area);
- vs_consts->dst_scale.x = dst_area->w / (float)compositor->fb_state.cbufs[0]->width;
- vs_consts->dst_scale.y = dst_area->h / (float)compositor->fb_state.cbufs[0]->height;
- vs_consts->dst_scale.z = 1;
- vs_consts->dst_scale.w = 1;
- vs_consts->dst_trans.x = dst_area->x / (float)compositor->fb_state.cbufs[0]->width;
- vs_consts->dst_trans.y = dst_area->y / (float)compositor->fb_state.cbufs[0]->height;
- vs_consts->dst_trans.z = 0;
- vs_consts->dst_trans.w = 0;
-
- vs_consts->src_scale.x = src_area->w / (float)src_surface->width0;
- vs_consts->src_scale.y = src_area->h / (float)src_surface->height0;
- vs_consts->src_scale.z = 1;
- vs_consts->src_scale.w = 1;
- vs_consts->src_trans.x = src_area->x / (float)src_surface->width0;
- vs_consts->src_trans.y = src_area->y / (float)src_surface->height0;
- vs_consts->src_trans.z = 0;
- vs_consts->src_trans.w = 0;
-
- pipe_buffer_unmap(compositor->pipe->screen, compositor->vs_const_buf);
-
- compositor->pipe->draw_arrays(compositor->pipe, PIPE_PRIM_TRIANGLE_STRIP, 0, 4);
+ assert(!compositor->dirty_bg && !compositor->dirty_layers);
compositor->pipe->flush(compositor->pipe, PIPE_FLUSH_RENDER_CACHE, fence);
pipe_surface_reference(&compositor->fb_state.cbufs[0], NULL);
memcpy
(
- pipe_buffer_map(compositor->pipe->screen, compositor->fs_const_buf, PIPE_BUFFER_USAGE_CPU_WRITE),
+ pipe_buffer_map(compositor->pipe->screen, compositor->fs_const_buf,
+ PIPE_BUFFER_USAGE_CPU_WRITE | PIPE_BUFFER_USAGE_DISCARD),
mat,
sizeof(struct fragment_shader_consts)
);