gallium/auxiliary/vl: compute shaders for progressive yuv
v2: Add a one line offset to the compute shader, to get the correct output, as suggested by Suresh <Suresh.Guttula@amd.com>. v3: Add `FALLTHROUGH` to fix a compilation error Signed-off-by: Thong Thai <thong.thai@amd.com> Reviewed-by: Leo Liu <leo.liu@amd.com> Tested-by: Suresh Guttula <suresh.guttula@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19915>
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@@ -363,6 +363,13 @@ set_yuv_layer(struct vl_compositor_state *s, struct vl_compositor *c,
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s->layers[layer].cs = (y) ? c->cs_yuv.bob.y : c->cs_yuv.bob.uv;
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break;
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case VL_COMPOSITOR_NONE:
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if (c->pipe_cs_composit_supported) {
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s->layers[layer].cs = (y) ? c->cs_yuv.progressive.y : c->cs_yuv.progressive.uv;
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break;
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}
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FALLTHROUGH;
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default:
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if (c->pipe_gfx_supported)
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s->layers[layer].fs = (y) ? c->fs_yuv.weave.y : c->fs_yuv.weave.uv;
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@@ -149,6 +149,10 @@ struct vl_compositor
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void *y;
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void *uv;
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} bob;
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struct {
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void *y;
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void *uv;
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} progressive;
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} cs_yuv;
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struct {
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@@ -584,6 +584,111 @@ static const char *compute_shader_yuv_bob_uv =
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"END\n";
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static const char *compute_shader_yuv_y =
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"COMP\n"
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"PROPERTY CS_FIXED_BLOCK_WIDTH 8\n"
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"PROPERTY CS_FIXED_BLOCK_HEIGHT 8\n"
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"PROPERTY CS_FIXED_BLOCK_DEPTH 1\n"
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"DCL SV[0], THREAD_ID\n"
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"DCL SV[1], BLOCK_ID\n"
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"DCL CONST[0..5]\n"
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"DCL SVIEW[0..2], RECT, FLOAT\n"
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"DCL SAMP[0..2]\n"
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"DCL IMAGE[0], 2D, WR\n"
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"DCL TEMP[0..4]\n"
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"IMM[0] UINT32 { 8, 8, 1, 0}\n"
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"IMM[1] FLT32 { 1.0, 2.0, 0.0, 0.0}\n"
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"UMAD TEMP[0], SV[1], IMM[0], SV[0]\n"
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/* Drawn area check */
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"USGE TEMP[1].xy, TEMP[0].xyxy, CONST[4].xyxy\n"
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"USLT TEMP[1].zw, TEMP[0].xyxy, CONST[4].zwzw\n"
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"AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].yyyy\n"
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"AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].zzzz\n"
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"AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].wwww\n"
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"UIF TEMP[1]\n"
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"MOV TEMP[2], TEMP[0]\n"
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"U2F TEMP[2], TEMP[2]\n"
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/* Scale */
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"DIV TEMP[2], TEMP[2], CONST[3].zwzw\n"
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/* Translate */
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"MOV TEMP[4].xy, CONST[5]\n"
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"I2F TEMP[4], -TEMP[4]\n"
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"ADD TEMP[2], TEMP[2], TEMP[4]\n"
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"ADD TEMP[2].y, TEMP[2].yyyy, IMM[1].xxxx\n"
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/* Fetch texels */
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"TEX_LZ TEMP[4].x, TEMP[2], SAMP[0], RECT\n"
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"MOV TEMP[4].yzw, IMM[1].xxxx\n"
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"STORE IMAGE[0], TEMP[0], TEMP[4], 2D\n"
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"ENDIF\n"
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"END\n";
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static const char *compute_shader_yuv_uv =
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"COMP\n"
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"PROPERTY CS_FIXED_BLOCK_WIDTH 8\n"
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"PROPERTY CS_FIXED_BLOCK_HEIGHT 8\n"
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"PROPERTY CS_FIXED_BLOCK_DEPTH 1\n"
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"DCL SV[0], THREAD_ID\n"
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"DCL SV[1], BLOCK_ID\n"
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"DCL CONST[0..5]\n"
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"DCL SVIEW[0..2], RECT, FLOAT\n"
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"DCL SAMP[0..2]\n"
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"DCL IMAGE[0], 2D, WR\n"
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"DCL TEMP[0..5]\n"
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"IMM[0] UINT32 { 8, 8, 1, 0}\n"
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"IMM[1] FLT32 { 1.0, 2.0, 0.0, 0.0}\n"
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"UMAD TEMP[0], SV[1], IMM[0], SV[0]\n"
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/* Drawn area check */
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"USGE TEMP[1].xy, TEMP[0].xyxy, CONST[4].xyxy\n"
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"USLT TEMP[1].zw, TEMP[0].xyxy, CONST[4].zwzw\n"
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"AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].yyyy\n"
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"AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].zzzz\n"
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"AND TEMP[1].x, TEMP[1].xxxx, TEMP[1].wwww\n"
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"UIF TEMP[1]\n"
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"MOV TEMP[2], TEMP[0]\n"
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"U2F TEMP[2], TEMP[2]\n"
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/* Scale */
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"DIV TEMP[2], TEMP[2], CONST[3].zwzw\n"
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/* Translate */
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"MOV TEMP[4].xy, CONST[5]\n"
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"I2F TEMP[4], -TEMP[4]\n"
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"ADD TEMP[2], TEMP[2], TEMP[4]\n"
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"ADD TEMP[2].y, TEMP[2].yyyy, IMM[1].xxxx\n"
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/* Fetch texels */
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"TEX_LZ TEMP[4].y, TEMP[2], SAMP[1], RECT\n"
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"TEX_LZ TEMP[4].z, TEMP[2], SAMP[2], RECT\n"
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"MOV TEMP[4].w, IMM[1].xxxx\n"
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"MOV TEMP[5].xy, TEMP[4].yzww\n"
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"STORE IMAGE[0], TEMP[0], TEMP[5], 2D\n"
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"ENDIF\n"
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"END\n";
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static void
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cs_launch(struct vl_compositor *c,
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void *cs,
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@@ -825,11 +930,17 @@ bool vl_compositor_cs_init_shaders(struct vl_compositor *c)
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c->cs_yuv.weave.uv = vl_compositor_cs_create_shader(c, compute_shader_yuv_weave_uv);
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c->cs_yuv.bob.y = vl_compositor_cs_create_shader(c, compute_shader_yuv_bob_y);
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c->cs_yuv.bob.uv = vl_compositor_cs_create_shader(c, compute_shader_yuv_bob_uv);
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c->cs_yuv.progressive.y = vl_compositor_cs_create_shader(c, compute_shader_yuv_y);
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c->cs_yuv.progressive.uv = vl_compositor_cs_create_shader(c, compute_shader_yuv_uv);
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if (!c->cs_yuv.weave.y || !c->cs_yuv.weave.uv ||
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!c->cs_yuv.bob.y || !c->cs_yuv.bob.uv) {
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debug_printf("Unable to create YCbCr i-to-YCbCr p deint compute shader.\n");
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return false;
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}
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if (!c->cs_yuv.progressive.y || !c->cs_yuv.progressive.uv) {
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debug_printf("Unable to create YCbCr p-to-NV12 compute shader.\n");
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return false;
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}
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return true;
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}
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