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
45enum 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
54void *
55create_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
126static void
127create_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
203static void
204create_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
240static void
241create_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
264void *
265create_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
287void *
288create_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
310void *
311create_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
342void *
343create_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
401void *
402create_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
433void *
434create_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
470static void
471gen_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
554static inline struct u_rect
555calc_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
601static void
602gen_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
648static void
649draw_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
685void
686vl_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