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>
This commit is contained in:
Thong Thai
2022-11-21 19:11:09 -05:00
committed by Marge Bot
parent 49f36f4658
commit 56eac722bd
3 changed files with 122 additions and 0 deletions

View File

@@ -363,6 +363,13 @@ set_yuv_layer(struct vl_compositor_state *s, struct vl_compositor *c,
s->layers[layer].cs = (y) ? c->cs_yuv.bob.y : c->cs_yuv.bob.uv;
break;
case VL_COMPOSITOR_NONE:
if (c->pipe_cs_composit_supported) {
s->layers[layer].cs = (y) ? c->cs_yuv.progressive.y : c->cs_yuv.progressive.uv;
break;
}
FALLTHROUGH;
default:
if (c->pipe_gfx_supported)
s->layers[layer].fs = (y) ? c->fs_yuv.weave.y : c->fs_yuv.weave.uv;

View File

@@ -149,6 +149,10 @@ struct vl_compositor
void *y;
void *uv;
} bob;
struct {
void *y;
void *uv;
} progressive;
} cs_yuv;
struct {

View File

@@ -584,6 +584,111 @@ static const char *compute_shader_yuv_bob_uv =
"END\n";
static const char *compute_shader_yuv_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"
"MOV TEMP[2], TEMP[0]\n"
"U2F TEMP[2], TEMP[2]\n"
/* Scale */
"DIV TEMP[2], TEMP[2], CONST[3].zwzw\n"
/* Translate */
"MOV TEMP[4].xy, CONST[5]\n"
"I2F TEMP[4], -TEMP[4]\n"
"ADD TEMP[2], TEMP[2], TEMP[4]\n"
"ADD TEMP[2].y, TEMP[2].yyyy, IMM[1].xxxx\n"
/* Fetch texels */
"TEX_LZ TEMP[4].x, TEMP[2], SAMP[0], RECT\n"
"MOV TEMP[4].yzw, IMM[1].xxxx\n"
"STORE IMAGE[0], TEMP[0], TEMP[4], 2D\n"
"ENDIF\n"
"END\n";
static const char *compute_shader_yuv_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"
"MOV TEMP[2], TEMP[0]\n"
"U2F TEMP[2], TEMP[2]\n"
/* Scale */
"DIV TEMP[2], TEMP[2], CONST[3].zwzw\n"
/* Translate */
"MOV TEMP[4].xy, CONST[5]\n"
"I2F TEMP[4], -TEMP[4]\n"
"ADD TEMP[2], TEMP[2], TEMP[4]\n"
"ADD TEMP[2].y, TEMP[2].yyyy, IMM[1].xxxx\n"
/* Fetch texels */
"TEX_LZ TEMP[4].y, TEMP[2], SAMP[1], RECT\n"
"TEX_LZ TEMP[4].z, TEMP[2], 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,
@@ -825,11 +930,17 @@ bool vl_compositor_cs_init_shaders(struct vl_compositor *c)
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);
c->cs_yuv.progressive.y = vl_compositor_cs_create_shader(c, compute_shader_yuv_y);
c->cs_yuv.progressive.uv = vl_compositor_cs_create_shader(c, compute_shader_yuv_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;
}
if (!c->cs_yuv.progressive.y || !c->cs_yuv.progressive.uv) {
debug_printf("Unable to create YCbCr p-to-NV12 compute shader.\n");
return false;
}
return true;
}