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1 /**************************************************************************
2  *
3  * Copyright 2009 Younes Manton.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28 #include <assert.h>
29 
30 #include "pipe/p_compiler.h"
31 #include "pipe/p_context.h"
32 
33 #include "util/u_memory.h"
34 #include "util/u_draw.h"
35 #include "util/u_surface.h"
36 #include "util/u_upload_mgr.h"
37 
38 #include "tgsi/tgsi_ureg.h"
39 
40 #include "vl_csc.h"
41 #include "vl_types.h"
42 
43 #include "vl_compositor_gfx.h"
44 
45 enum VS_OUTPUT
46 {
47    VS_O_VPOS = 0,
48    VS_O_COLOR = 0,
49    VS_O_VTEX = 0,
50    VS_O_VTOP,
51    VS_O_VBOTTOM,
52 };
53 
54 void *
create_vert_shader(struct vl_compositor * c)55 create_vert_shader(struct vl_compositor *c)
56 {
57    struct ureg_program *shader;
58    struct ureg_src vpos, vtex, color;
59    struct ureg_dst tmp;
60    struct ureg_dst o_vpos, o_vtex, o_color;
61    struct ureg_dst o_vtop, o_vbottom;
62 
63    shader = ureg_create(PIPE_SHADER_VERTEX);
64    if (!shader)
65       return false;
66 
67    vpos = ureg_DECL_vs_input(shader, 0);
68    vtex = ureg_DECL_vs_input(shader, 1);
69    color = ureg_DECL_vs_input(shader, 2);
70    tmp = ureg_DECL_temporary(shader);
71    o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
72    o_color = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, VS_O_COLOR);
73    o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
74    o_vtop = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP);
75    o_vbottom = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM);
76 
77    /*
78     * o_vpos = vpos
79     * o_vtex = vtex
80     * o_color = color
81     */
82    ureg_MOV(shader, o_vpos, vpos);
83    ureg_MOV(shader, o_vtex, vtex);
84    ureg_MOV(shader, o_color, color);
85 
86    /*
87     * tmp.x = vtex.w / 2
88     * tmp.y = vtex.w / 4
89     *
90     * o_vtop.x = vtex.x
91     * o_vtop.y = vtex.y * tmp.x + 0.25f
92     * o_vtop.z = vtex.y * tmp.y + 0.25f
93     * o_vtop.w = 1 / tmp.x
94     *
95     * o_vbottom.x = vtex.x
96     * o_vbottom.y = vtex.y * tmp.x - 0.25f
97     * o_vbottom.z = vtex.y * tmp.y - 0.25f
98     * o_vbottom.w = 1 / tmp.y
99     */
100    ureg_MUL(shader, ureg_writemask(tmp, TGSI_WRITEMASK_X),
101             ureg_scalar(vtex, TGSI_SWIZZLE_W), ureg_imm1f(shader, 0.5f));
102    ureg_MUL(shader, ureg_writemask(tmp, TGSI_WRITEMASK_Y),
103             ureg_scalar(vtex, TGSI_SWIZZLE_W), ureg_imm1f(shader, 0.25f));
104 
105    ureg_MOV(shader, ureg_writemask(o_vtop, TGSI_WRITEMASK_X), vtex);
106    ureg_MAD(shader, ureg_writemask(o_vtop, TGSI_WRITEMASK_Y), ureg_scalar(vtex, TGSI_SWIZZLE_Y),
107             ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X), ureg_imm1f(shader, 0.25f));
108    ureg_MAD(shader, ureg_writemask(o_vtop, TGSI_WRITEMASK_Z), ureg_scalar(vtex, TGSI_SWIZZLE_Y),
109             ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_Y), ureg_imm1f(shader, 0.25f));
110    ureg_RCP(shader, ureg_writemask(o_vtop, TGSI_WRITEMASK_W),
111             ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X));
112 
113    ureg_MOV(shader, ureg_writemask(o_vbottom, TGSI_WRITEMASK_X), vtex);
114    ureg_MAD(shader, ureg_writemask(o_vbottom, TGSI_WRITEMASK_Y), ureg_scalar(vtex, TGSI_SWIZZLE_Y),
115             ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X), ureg_imm1f(shader, -0.25f));
116    ureg_MAD(shader, ureg_writemask(o_vbottom, TGSI_WRITEMASK_Z), ureg_scalar(vtex, TGSI_SWIZZLE_Y),
117             ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_Y), ureg_imm1f(shader, -0.25f));
118    ureg_RCP(shader, ureg_writemask(o_vbottom, TGSI_WRITEMASK_W),
119             ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_Y));
120 
121    ureg_END(shader);
122 
123    return ureg_create_shader_and_destroy(shader, c->pipe);
124 }
125 
126 static void
create_frag_shader_weave(struct ureg_program * shader,struct ureg_dst fragment)127 create_frag_shader_weave(struct ureg_program *shader, struct ureg_dst fragment)
128 {
129    struct ureg_src i_tc[2];
130    struct ureg_src sampler[3];
131    struct ureg_dst t_tc[2];
132    struct ureg_dst t_texel[2];
133    unsigned i, j;
134 
135    i_tc[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP, TGSI_INTERPOLATE_LINEAR);
136    i_tc[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM, TGSI_INTERPOLATE_LINEAR);
137 
138    for (i = 0; i < 3; ++i) {
139       sampler[i] = ureg_DECL_sampler(shader, i);
140       ureg_DECL_sampler_view(shader, i, TGSI_TEXTURE_2D_ARRAY,
141                              TGSI_RETURN_TYPE_FLOAT,
142                              TGSI_RETURN_TYPE_FLOAT,
143                              TGSI_RETURN_TYPE_FLOAT,
144                              TGSI_RETURN_TYPE_FLOAT);
145    }
146 
147    for (i = 0; i < 2; ++i) {
148       t_tc[i] = ureg_DECL_temporary(shader);
149       t_texel[i] = ureg_DECL_temporary(shader);
150    }
151 
152    /* calculate the texture offsets
153     * t_tc.x = i_tc.x
154     * t_tc.y = (round(i_tc.y - 0.5) + 0.5) / height * 2
155     */
156    for (i = 0; i < 2; ++i) {
157       ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_X), i_tc[i]);
158       ureg_ADD(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ),
159                i_tc[i], ureg_imm1f(shader, -0.5f));
160       ureg_ROUND(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), ureg_src(t_tc[i]));
161       ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_W),
162                ureg_imm1f(shader, i ? 1.0f : 0.0f));
163       ureg_ADD(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ),
164                ureg_src(t_tc[i]), ureg_imm1f(shader, 0.5f));
165       ureg_MUL(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_Y),
166                ureg_src(t_tc[i]), ureg_scalar(i_tc[0], TGSI_SWIZZLE_W));
167       ureg_MUL(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_Z),
168                ureg_src(t_tc[i]), ureg_scalar(i_tc[1], TGSI_SWIZZLE_W));
169    }
170 
171    /* fetch the texels
172     * texel[0..1].x = tex(t_tc[0..1][0])
173     * texel[0..1].y = tex(t_tc[0..1][1])
174     * texel[0..1].z = tex(t_tc[0..1][2])
175     */
176    for (i = 0; i < 2; ++i)
177       for (j = 0; j < 3; ++j) {
178          struct ureg_src src = ureg_swizzle(ureg_src(t_tc[i]),
179             TGSI_SWIZZLE_X, j ? TGSI_SWIZZLE_Z : TGSI_SWIZZLE_Y, TGSI_SWIZZLE_W, TGSI_SWIZZLE_W);
180 
181          ureg_TEX(shader, ureg_writemask(t_texel[i], TGSI_WRITEMASK_X << j),
182                   TGSI_TEXTURE_2D_ARRAY, src, sampler[j]);
183       }
184 
185    /* calculate linear interpolation factor
186     * factor = |round(i_tc.y) - i_tc.y| * 2
187     */
188    ureg_ROUND(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ), i_tc[0]);
189    ureg_ADD(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ),
190             ureg_src(t_tc[0]), ureg_negate(i_tc[0]));
191    ureg_MUL(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ),
192             ureg_abs(ureg_src(t_tc[0])), ureg_imm1f(shader, 2.0f));
193    ureg_LRP(shader, fragment, ureg_swizzle(ureg_src(t_tc[0]),
194             TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z),
195             ureg_src(t_texel[0]), ureg_src(t_texel[1]));
196 
197    for (i = 0; i < 2; ++i) {
198       ureg_release_temporary(shader, t_texel[i]);
199       ureg_release_temporary(shader, t_tc[i]);
200    }
201 }
202 
203 static void
create_frag_shader_csc(struct ureg_program * shader,struct ureg_dst texel,struct ureg_dst fragment)204 create_frag_shader_csc(struct ureg_program *shader, struct ureg_dst texel,
205 		       struct ureg_dst fragment)
206 {
207    struct ureg_src csc[3];
208    struct ureg_src lumakey;
209    struct ureg_dst temp[2];
210    unsigned i;
211 
212    for (i = 0; i < 3; ++i)
213       csc[i] = ureg_DECL_constant(shader, i);
214 
215    lumakey = ureg_DECL_constant(shader, 3);
216 
217    for (i = 0; i < 2; ++i)
218       temp[i] = ureg_DECL_temporary(shader);
219 
220    ureg_MOV(shader, ureg_writemask(texel, TGSI_WRITEMASK_W),
221 	    ureg_imm1f(shader, 1.0f));
222 
223    for (i = 0; i < 3; ++i)
224       ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i],
225 	       ureg_src(texel));
226 
227    ureg_MOV(shader, ureg_writemask(temp[0], TGSI_WRITEMASK_W),
228             ureg_scalar(ureg_src(texel), TGSI_SWIZZLE_Z));
229    ureg_SLE(shader, ureg_writemask(temp[1], TGSI_WRITEMASK_W),
230             ureg_src(temp[0]), ureg_scalar(lumakey, TGSI_SWIZZLE_X));
231    ureg_SGT(shader, ureg_writemask(temp[0], TGSI_WRITEMASK_W),
232             ureg_src(temp[0]), ureg_scalar(lumakey, TGSI_SWIZZLE_Y));
233    ureg_MAX(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W),
234             ureg_src(temp[0]), ureg_src(temp[1]));
235 
236    for (i = 0; i < 2; ++i)
237        ureg_release_temporary(shader, temp[i]);
238 }
239 
240 static void
create_frag_shader_yuv(struct ureg_program * shader,struct ureg_dst texel)241 create_frag_shader_yuv(struct ureg_program *shader, struct ureg_dst texel)
242 {
243    struct ureg_src tc;
244    struct ureg_src sampler[3];
245    unsigned i;
246 
247    tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
248    for (i = 0; i < 3; ++i) {
249       sampler[i] = ureg_DECL_sampler(shader, i);
250       ureg_DECL_sampler_view(shader, i, TGSI_TEXTURE_2D_ARRAY,
251                              TGSI_RETURN_TYPE_FLOAT,
252                              TGSI_RETURN_TYPE_FLOAT,
253                              TGSI_RETURN_TYPE_FLOAT,
254                              TGSI_RETURN_TYPE_FLOAT);
255    }
256 
257    /*
258     * texel.xyz = tex(tc, sampler[i])
259     */
260    for (i = 0; i < 3; ++i)
261       ureg_TEX(shader, ureg_writemask(texel, TGSI_WRITEMASK_X << i), TGSI_TEXTURE_2D_ARRAY, tc, sampler[i]);
262 }
263 
264 void *
create_frag_shader_video_buffer(struct vl_compositor * c)265 create_frag_shader_video_buffer(struct vl_compositor *c)
266 {
267    struct ureg_program *shader;
268    struct ureg_dst texel;
269    struct ureg_dst fragment;
270 
271    shader = ureg_create(PIPE_SHADER_FRAGMENT);
272    if (!shader)
273       return false;
274 
275    texel = ureg_DECL_temporary(shader);
276    fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
277 
278    create_frag_shader_yuv(shader, texel);
279    create_frag_shader_csc(shader, texel, fragment);
280 
281    ureg_release_temporary(shader, texel);
282    ureg_END(shader);
283 
284    return ureg_create_shader_and_destroy(shader, c->pipe);
285 }
286 
287 void *
create_frag_shader_weave_rgb(struct vl_compositor * c)288 create_frag_shader_weave_rgb(struct vl_compositor *c)
289 {
290    struct ureg_program *shader;
291    struct ureg_dst texel, fragment;
292 
293    shader = ureg_create(PIPE_SHADER_FRAGMENT);
294    if (!shader)
295       return false;
296 
297    texel = ureg_DECL_temporary(shader);
298    fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
299 
300    create_frag_shader_weave(shader, texel);
301    create_frag_shader_csc(shader, texel, fragment);
302 
303    ureg_release_temporary(shader, texel);
304 
305    ureg_END(shader);
306 
307    return ureg_create_shader_and_destroy(shader, c->pipe);
308 }
309 
310 void *
create_frag_shader_deint_yuv(struct vl_compositor * c,bool y,bool w)311 create_frag_shader_deint_yuv(struct vl_compositor *c, bool y, bool w)
312 {
313    struct ureg_program *shader;
314    struct ureg_dst texel, fragment;
315 
316    shader = ureg_create(PIPE_SHADER_FRAGMENT);
317    if (!shader)
318       return false;
319 
320    texel = ureg_DECL_temporary(shader);
321    fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
322 
323    if (w)
324       create_frag_shader_weave(shader, texel);
325    else
326       create_frag_shader_yuv(shader, texel);
327 
328    if (y)
329       ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X), ureg_src(texel));
330    else
331       ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_XY),
332                        ureg_swizzle(ureg_src(texel), TGSI_SWIZZLE_Y,
333                                TGSI_SWIZZLE_Z, TGSI_SWIZZLE_W, TGSI_SWIZZLE_W));
334 
335    ureg_release_temporary(shader, texel);
336 
337    ureg_END(shader);
338 
339    return ureg_create_shader_and_destroy(shader, c->pipe);
340 }
341 
342 void *
create_frag_shader_palette(struct vl_compositor * c,bool include_cc)343 create_frag_shader_palette(struct vl_compositor *c, bool include_cc)
344 {
345    struct ureg_program *shader;
346    struct ureg_src csc[3];
347    struct ureg_src tc;
348    struct ureg_src sampler;
349    struct ureg_src palette;
350    struct ureg_dst texel;
351    struct ureg_dst fragment;
352    unsigned i;
353 
354    shader = ureg_create(PIPE_SHADER_FRAGMENT);
355    if (!shader)
356       return false;
357 
358    for (i = 0; include_cc && i < 3; ++i)
359       csc[i] = ureg_DECL_constant(shader, i);
360 
361    tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
362    sampler = ureg_DECL_sampler(shader, 0);
363    ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D,
364                           TGSI_RETURN_TYPE_FLOAT,
365                           TGSI_RETURN_TYPE_FLOAT,
366                           TGSI_RETURN_TYPE_FLOAT,
367                           TGSI_RETURN_TYPE_FLOAT);
368    palette = ureg_DECL_sampler(shader, 1);
369    ureg_DECL_sampler_view(shader, 1, TGSI_TEXTURE_1D,
370                           TGSI_RETURN_TYPE_FLOAT,
371                           TGSI_RETURN_TYPE_FLOAT,
372                           TGSI_RETURN_TYPE_FLOAT,
373                           TGSI_RETURN_TYPE_FLOAT);
374 
375    texel = ureg_DECL_temporary(shader);
376    fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
377 
378    /*
379     * texel = tex(tc, sampler)
380     * fragment.xyz = tex(texel, palette) * csc
381     * fragment.a = texel.a
382     */
383    ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler);
384    ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_src(texel));
385 
386    if (include_cc) {
387       ureg_TEX(shader, texel, TGSI_TEXTURE_1D, ureg_src(texel), palette);
388       for (i = 0; i < 3; ++i)
389          ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(texel));
390    } else {
391       ureg_TEX(shader, ureg_writemask(fragment, TGSI_WRITEMASK_XYZ),
392                TGSI_TEXTURE_1D, ureg_src(texel), palette);
393    }
394 
395    ureg_release_temporary(shader, texel);
396    ureg_END(shader);
397 
398    return ureg_create_shader_and_destroy(shader, c->pipe);
399 }
400 
401 void *
create_frag_shader_rgba(struct vl_compositor * c)402 create_frag_shader_rgba(struct vl_compositor *c)
403 {
404    struct ureg_program *shader;
405    struct ureg_src tc, color, sampler;
406    struct ureg_dst texel, fragment;
407 
408    shader = ureg_create(PIPE_SHADER_FRAGMENT);
409    if (!shader)
410       return false;
411 
412    tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
413    color = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_COLOR, VS_O_COLOR, TGSI_INTERPOLATE_LINEAR);
414    sampler = ureg_DECL_sampler(shader, 0);
415    ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D,
416                           TGSI_RETURN_TYPE_FLOAT,
417                           TGSI_RETURN_TYPE_FLOAT,
418                           TGSI_RETURN_TYPE_FLOAT,
419                           TGSI_RETURN_TYPE_FLOAT);
420    texel = ureg_DECL_temporary(shader);
421    fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
422 
423    /*
424     * fragment = tex(tc, sampler)
425     */
426    ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler);
427    ureg_MUL(shader, fragment, ureg_src(texel), color);
428    ureg_END(shader);
429 
430    return ureg_create_shader_and_destroy(shader, c->pipe);
431 }
432 
433 void *
create_frag_shader_rgb_yuv(struct vl_compositor * c,bool y)434 create_frag_shader_rgb_yuv(struct vl_compositor *c, bool y)
435 {
436    struct ureg_program *shader;
437    struct ureg_src tc, sampler;
438    struct ureg_dst texel, fragment;
439 
440    struct ureg_src csc[3];
441    unsigned i;
442 
443    shader = ureg_create(PIPE_SHADER_FRAGMENT);
444    if (!shader)
445       return false;
446 
447    for (i = 0; i < 3; ++i)
448       csc[i] = ureg_DECL_constant(shader, i);
449 
450    sampler = ureg_DECL_sampler(shader, 0);
451    tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
452    texel = ureg_DECL_temporary(shader);
453    fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
454 
455    ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler);
456 
457    if (y) {
458       ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X), csc[0], ureg_src(texel));
459    } else {
460       for (i = 0; i < 2; ++i)
461          ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i + 1], ureg_src(texel));
462    }
463 
464    ureg_release_temporary(shader, texel);
465    ureg_END(shader);
466 
467    return ureg_create_shader_and_destroy(shader, c->pipe);
468 }
469 
470 static void
gen_rect_verts(struct vertex2f * vb,struct vl_compositor_layer * layer)471 gen_rect_verts(struct vertex2f *vb, struct vl_compositor_layer *layer)
472 {
473    struct vertex2f tl, tr, br, bl;
474 
475    assert(vb && layer);
476 
477    switch (layer->rotate) {
478    default:
479    case VL_COMPOSITOR_ROTATE_0:
480       tl = layer->dst.tl;
481       tr.x = layer->dst.br.x;
482       tr.y = layer->dst.tl.y;
483       br = layer->dst.br;
484       bl.x = layer->dst.tl.x;
485       bl.y = layer->dst.br.y;
486       break;
487    case VL_COMPOSITOR_ROTATE_90:
488       tl.x = layer->dst.br.x;
489       tl.y = layer->dst.tl.y;
490       tr = layer->dst.br;
491       br.x = layer->dst.tl.x;
492       br.y = layer->dst.br.y;
493       bl = layer->dst.tl;
494       break;
495    case VL_COMPOSITOR_ROTATE_180:
496       tl = layer->dst.br;
497       tr.x = layer->dst.tl.x;
498       tr.y = layer->dst.br.y;
499       br = layer->dst.tl;
500       bl.x = layer->dst.br.x;
501       bl.y = layer->dst.tl.y;
502       break;
503    case VL_COMPOSITOR_ROTATE_270:
504       tl.x = layer->dst.tl.x;
505       tl.y = layer->dst.br.y;
506       tr = layer->dst.tl;
507       br.x = layer->dst.br.x;
508       br.y = layer->dst.tl.y;
509       bl = layer->dst.br;
510       break;
511    }
512 
513    vb[ 0].x = tl.x;
514    vb[ 0].y = tl.y;
515    vb[ 1].x = layer->src.tl.x;
516    vb[ 1].y = layer->src.tl.y;
517    vb[ 2] = layer->zw;
518    vb[ 3].x = layer->colors[0].x;
519    vb[ 3].y = layer->colors[0].y;
520    vb[ 4].x = layer->colors[0].z;
521    vb[ 4].y = layer->colors[0].w;
522 
523    vb[ 5].x = tr.x;
524    vb[ 5].y = tr.y;
525    vb[ 6].x = layer->src.br.x;
526    vb[ 6].y = layer->src.tl.y;
527    vb[ 7] = layer->zw;
528    vb[ 8].x = layer->colors[1].x;
529    vb[ 8].y = layer->colors[1].y;
530    vb[ 9].x = layer->colors[1].z;
531    vb[ 9].y = layer->colors[1].w;
532 
533    vb[10].x = br.x;
534    vb[10].y = br.y;
535    vb[11].x = layer->src.br.x;
536    vb[11].y = layer->src.br.y;
537    vb[12] = layer->zw;
538    vb[13].x = layer->colors[2].x;
539    vb[13].y = layer->colors[2].y;
540    vb[14].x = layer->colors[2].z;
541    vb[14].y = layer->colors[2].w;
542 
543    vb[15].x = bl.x;
544    vb[15].y = bl.y;
545    vb[16].x = layer->src.tl.x;
546    vb[16].y = layer->src.br.y;
547    vb[17] = layer->zw;
548    vb[18].x = layer->colors[3].x;
549    vb[18].y = layer->colors[3].y;
550    vb[19].x = layer->colors[3].z;
551    vb[19].y = layer->colors[3].w;
552 }
553 
554 static inline struct u_rect
calc_drawn_area(struct vl_compositor_state * s,struct vl_compositor_layer * layer)555 calc_drawn_area(struct vl_compositor_state *s, struct vl_compositor_layer *layer)
556 {
557    struct vertex2f tl, br;
558    struct u_rect result;
559 
560    assert(s && layer);
561 
562    // rotate
563    switch (layer->rotate) {
564    default:
565    case VL_COMPOSITOR_ROTATE_0:
566       tl = layer->dst.tl;
567       br = layer->dst.br;
568       break;
569    case VL_COMPOSITOR_ROTATE_90:
570       tl.x = layer->dst.br.x;
571       tl.y = layer->dst.tl.y;
572       br.x = layer->dst.tl.x;
573       br.y = layer->dst.br.y;
574       break;
575    case VL_COMPOSITOR_ROTATE_180:
576       tl = layer->dst.br;
577       br = layer->dst.tl;
578       break;
579    case VL_COMPOSITOR_ROTATE_270:
580       tl.x = layer->dst.tl.x;
581       tl.y = layer->dst.br.y;
582       br.x = layer->dst.br.x;
583       br.y = layer->dst.tl.y;
584       break;
585    }
586 
587    // scale
588    result.x0 = tl.x * layer->viewport.scale[0] + layer->viewport.translate[0];
589    result.y0 = tl.y * layer->viewport.scale[1] + layer->viewport.translate[1];
590    result.x1 = br.x * layer->viewport.scale[0] + layer->viewport.translate[0];
591    result.y1 = br.y * layer->viewport.scale[1] + layer->viewport.translate[1];
592 
593    // and clip
594    result.x0 = MAX2(result.x0, s->scissor.minx);
595    result.y0 = MAX2(result.y0, s->scissor.miny);
596    result.x1 = MIN2(result.x1, s->scissor.maxx);
597    result.y1 = MIN2(result.y1, s->scissor.maxy);
598    return result;
599 }
600 
601 static void
gen_vertex_data(struct vl_compositor * c,struct vl_compositor_state * s,struct u_rect * dirty)602 gen_vertex_data(struct vl_compositor *c, struct vl_compositor_state *s, struct u_rect *dirty)
603 {
604    struct vertex2f *vb;
605    unsigned i;
606 
607    assert(c);
608 
609    /* Allocate new memory for vertices. */
610    u_upload_alloc(c->pipe->stream_uploader, 0,
611                   c->vertex_buf.stride * VL_COMPOSITOR_MAX_LAYERS * 4, /* size */
612                   4, /* alignment */
613                   &c->vertex_buf.buffer_offset, &c->vertex_buf.buffer.resource,
614                   (void **)&vb);
615 
616    for (i = 0; i < VL_COMPOSITOR_MAX_LAYERS; i++) {
617       if (s->used_layers & (1 << i)) {
618          struct vl_compositor_layer *layer = &s->layers[i];
619          gen_rect_verts(vb, layer);
620          vb += 20;
621 
622          if (!layer->viewport_valid) {
623             layer->viewport.scale[0] = c->fb_state.width;
624             layer->viewport.scale[1] = c->fb_state.height;
625             layer->viewport.translate[0] = 0;
626             layer->viewport.translate[1] = 0;
627          }
628 
629          if (dirty && layer->clearing) {
630             struct u_rect drawn = calc_drawn_area(s, layer);
631             if (
632              dirty->x0 >= drawn.x0 &&
633              dirty->y0 >= drawn.y0 &&
634              dirty->x1 <= drawn.x1 &&
635              dirty->y1 <= drawn.y1) {
636 
637                // We clear the dirty area anyway, no need for clear_render_target
638                dirty->x0 = dirty->y0 = VL_COMPOSITOR_MAX_DIRTY;
639                dirty->x1 = dirty->y1 = VL_COMPOSITOR_MIN_DIRTY;
640             }
641          }
642       }
643    }
644 
645    u_upload_unmap(c->pipe->stream_uploader);
646 }
647 
648 static void
draw_layers(struct vl_compositor * c,struct vl_compositor_state * s,struct u_rect * dirty)649 draw_layers(struct vl_compositor *c, struct vl_compositor_state *s, struct u_rect *dirty)
650 {
651    unsigned vb_index, i;
652 
653    assert(c);
654 
655    for (i = 0, vb_index = 0; i < VL_COMPOSITOR_MAX_LAYERS; ++i) {
656       if (s->used_layers & (1 << i)) {
657          struct vl_compositor_layer *layer = &s->layers[i];
658          struct pipe_sampler_view **samplers = &layer->sampler_views[0];
659          unsigned num_sampler_views = !samplers[1] ? 1 : !samplers[2] ? 2 : 3;
660          void *blend = layer->blend ? layer->blend : i ? c->blend_add : c->blend_clear;
661 
662          c->pipe->bind_blend_state(c->pipe, blend);
663          c->pipe->set_viewport_states(c->pipe, 0, 1, &layer->viewport);
664          c->pipe->bind_fs_state(c->pipe, layer->fs);
665          c->pipe->bind_sampler_states(c->pipe, PIPE_SHADER_FRAGMENT, 0,
666                                       num_sampler_views, layer->samplers);
667          c->pipe->set_sampler_views(c->pipe, PIPE_SHADER_FRAGMENT, 0,
668                                     num_sampler_views, samplers);
669 
670          util_draw_arrays(c->pipe, PIPE_PRIM_QUADS, vb_index * 4, 4);
671          vb_index++;
672 
673          if (dirty) {
674             // Remember the currently drawn area as dirty for the next draw command
675             struct u_rect drawn = calc_drawn_area(s, layer);
676             dirty->x0 = MIN2(drawn.x0, dirty->x0);
677             dirty->y0 = MIN2(drawn.y0, dirty->y0);
678             dirty->x1 = MAX2(drawn.x1, dirty->x1);
679             dirty->y1 = MAX2(drawn.y1, dirty->y1);
680          }
681       }
682    }
683 }
684 
685 void
vl_compositor_gfx_render(struct vl_compositor_state * s,struct vl_compositor * c,struct pipe_surface * dst_surface,struct u_rect * dirty_area,bool clear_dirty)686 vl_compositor_gfx_render(struct vl_compositor_state *s,
687                      struct vl_compositor           *c,
688                      struct pipe_surface            *dst_surface,
689                      struct u_rect                  *dirty_area,
690                      bool                            clear_dirty)
691 {
692    assert(c);
693    assert(dst_surface);
694 
695    c->fb_state.width = dst_surface->width;
696    c->fb_state.height = dst_surface->height;
697    c->fb_state.cbufs[0] = dst_surface;
698 
699    if (!s->scissor_valid) {
700       s->scissor.minx = 0;
701       s->scissor.miny = 0;
702       s->scissor.maxx = dst_surface->width;
703       s->scissor.maxy = dst_surface->height;
704    }
705    c->pipe->set_scissor_states(c->pipe, 0, 1, &s->scissor);
706 
707    gen_vertex_data(c, s, dirty_area);
708 
709    if (clear_dirty && dirty_area &&
710        (dirty_area->x0 < dirty_area->x1 || dirty_area->y0 < dirty_area->y1)) {
711 
712       c->pipe->clear_render_target(c->pipe, dst_surface, &s->clear_color,
713                                    0, 0, dst_surface->width, dst_surface->height, false);
714       dirty_area->x0 = dirty_area->y0 = VL_COMPOSITOR_MAX_DIRTY;
715       dirty_area->x1 = dirty_area->y1 = VL_COMPOSITOR_MIN_DIRTY;
716    }
717 
718    c->pipe->set_framebuffer_state(c->pipe, &c->fb_state);
719    c->pipe->bind_vs_state(c->pipe, c->vs);
720    c->pipe->set_vertex_buffers(c->pipe, 0, 1, &c->vertex_buf);
721    c->pipe->bind_vertex_elements_state(c->pipe, c->vertex_elems_state);
722    pipe_set_constant_buffer(c->pipe, PIPE_SHADER_FRAGMENT, 0, s->shader_params);
723    c->pipe->bind_rasterizer_state(c->pipe, c->rast);
724 
725    draw_layers(c, s, dirty_area);
726 }
727