xenocara/xserver/glamor/glamor_xv.c
matthieu 1a66cad3fb Update to xserver 1.19.5.
Tested by bru@, jsg@ and others
2017-12-08 15:01:59 +00:00

538 lines
18 KiB
C

/*
* Copyright © 2013 Red Hat
*
* 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 without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* 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 NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR 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.
*
* Authors:
* Dave Airlie <airlied@redhat.com>
*
* some code is derived from the xf86-video-ati radeon driver, mainly
* the calculations.
*/
/** @file glamor_xv.c
*
* Xv acceleration implementation
*/
#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include "glamor_priv.h"
#include "glamor_transform.h"
#include "glamor_transfer.h"
#include <X11/extensions/Xv.h>
#include "../hw/xfree86/common/fourcc.h"
/* Reference color space transform data */
typedef struct tagREF_TRANSFORM {
float RefLuma;
float RefRCb;
float RefRCr;
float RefGCb;
float RefGCr;
float RefBCb;
float RefBCr;
} REF_TRANSFORM;
#define RTFSaturation(a) (1.0 + ((a)*1.0)/1000.0)
#define RTFBrightness(a) (((a)*1.0)/2000.0)
#define RTFIntensity(a) (((a)*1.0)/2000.0)
#define RTFContrast(a) (1.0 + ((a)*1.0)/1000.0)
#define RTFHue(a) (((a)*3.1416)/1000.0)
static const glamor_facet glamor_facet_xv_planar = {
.name = "xv_planar",
.source_name = "v_texcoord0",
.vs_vars = ("attribute vec2 position;\n"
"attribute vec2 v_texcoord0;\n"
"varying vec2 tcs;\n"),
.vs_exec = (GLAMOR_POS(gl_Position, position)
" tcs = v_texcoord0;\n"),
.fs_vars = ("uniform sampler2D y_sampler;\n"
"uniform sampler2D u_sampler;\n"
"uniform sampler2D v_sampler;\n"
"uniform vec4 offsetyco;\n"
"uniform vec4 ucogamma;\n"
"uniform vec4 vco;\n"
"varying vec2 tcs;\n"),
.fs_exec = (
" float sample;\n"
" vec4 temp1;\n"
" sample = texture2D(y_sampler, tcs).w;\n"
" temp1.xyz = offsetyco.www * vec3(sample) + offsetyco.xyz;\n"
" sample = texture2D(u_sampler, tcs).w;\n"
" temp1.xyz = ucogamma.xyz * vec3(sample) + temp1.xyz;\n"
" sample = texture2D(v_sampler, tcs).w;\n"
" temp1.xyz = clamp(vco.xyz * vec3(sample) + temp1.xyz, 0.0, 1.0);\n"
" temp1.w = 1.0;\n"
" gl_FragColor = temp1;\n"
),
};
#define MAKE_ATOM(a) MakeAtom(a, sizeof(a) - 1, TRUE)
XvAttributeRec glamor_xv_attributes[] = {
{XvSettable | XvGettable, -1000, 1000, (char *)"XV_BRIGHTNESS"},
{XvSettable | XvGettable, -1000, 1000, (char *)"XV_CONTRAST"},
{XvSettable | XvGettable, -1000, 1000, (char *)"XV_SATURATION"},
{XvSettable | XvGettable, -1000, 1000, (char *)"XV_HUE"},
{XvSettable | XvGettable, 0, 1, (char *)"XV_COLORSPACE"},
{0, 0, 0, NULL}
};
int glamor_xv_num_attributes = ARRAY_SIZE(glamor_xv_attributes) - 1;
Atom glamorBrightness, glamorContrast, glamorSaturation, glamorHue,
glamorColorspace, glamorGamma;
XvImageRec glamor_xv_images[] = {
XVIMAGE_YV12,
XVIMAGE_I420,
};
int glamor_xv_num_images = ARRAY_SIZE(glamor_xv_images);
static void
glamor_init_xv_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
GLint sampler_loc;
glamor_build_program(screen,
&glamor_priv->xv_prog,
&glamor_facet_xv_planar, NULL, NULL, NULL);
glUseProgram(glamor_priv->xv_prog.prog);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "y_sampler");
glUniform1i(sampler_loc, 0);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "u_sampler");
glUniform1i(sampler_loc, 1);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "v_sampler");
glUniform1i(sampler_loc, 2);
}
#define ClipValue(v,min,max) ((v) < (min) ? (min) : (v) > (max) ? (max) : (v))
void
glamor_xv_stop_video(glamor_port_private *port_priv)
{
}
static void
glamor_xv_free_port_data(glamor_port_private *port_priv)
{
int i;
for (i = 0; i < 3; i++) {
if (port_priv->src_pix[i]) {
glamor_destroy_pixmap(port_priv->src_pix[i]);
port_priv->src_pix[i] = NULL;
}
}
RegionUninit(&port_priv->clip);
RegionNull(&port_priv->clip);
}
int
glamor_xv_set_port_attribute(glamor_port_private *port_priv,
Atom attribute, INT32 value)
{
if (attribute == glamorBrightness)
port_priv->brightness = ClipValue(value, -1000, 1000);
else if (attribute == glamorHue)
port_priv->hue = ClipValue(value, -1000, 1000);
else if (attribute == glamorContrast)
port_priv->contrast = ClipValue(value, -1000, 1000);
else if (attribute == glamorSaturation)
port_priv->saturation = ClipValue(value, -1000, 1000);
else if (attribute == glamorGamma)
port_priv->gamma = ClipValue(value, 100, 10000);
else if (attribute == glamorColorspace)
port_priv->transform_index = ClipValue(value, 0, 1);
else
return BadMatch;
return Success;
}
int
glamor_xv_get_port_attribute(glamor_port_private *port_priv,
Atom attribute, INT32 *value)
{
if (attribute == glamorBrightness)
*value = port_priv->brightness;
else if (attribute == glamorHue)
*value = port_priv->hue;
else if (attribute == glamorContrast)
*value = port_priv->contrast;
else if (attribute == glamorSaturation)
*value = port_priv->saturation;
else if (attribute == glamorGamma)
*value = port_priv->gamma;
else if (attribute == glamorColorspace)
*value = port_priv->transform_index;
else
return BadMatch;
return Success;
}
int
glamor_xv_query_image_attributes(int id,
unsigned short *w, unsigned short *h,
int *pitches, int *offsets)
{
int size = 0, tmp;
if (offsets)
offsets[0] = 0;
switch (id) {
case FOURCC_YV12:
case FOURCC_I420:
*h = ALIGN(*h, 2);
size = ALIGN(*w, 4);
if (pitches)
pitches[0] = size;
size *= *h;
if (offsets)
offsets[1] = size;
tmp = ALIGN(*w >> 1, 4);
if (pitches)
pitches[1] = pitches[2] = tmp;
tmp *= (*h >> 1);
size += tmp;
if (offsets)
offsets[2] = size;
size += tmp;
break;
}
return size;
}
/* Parameters for ITU-R BT.601 and ITU-R BT.709 colour spaces
note the difference to the parameters used in overlay are due
to 10bit vs. float calcs */
static REF_TRANSFORM trans[2] = {
{1.1643, 0.0, 1.5960, -0.3918, -0.8129, 2.0172, 0.0}, /* BT.601 */
{1.1643, 0.0, 1.7927, -0.2132, -0.5329, 2.1124, 0.0} /* BT.709 */
};
void
glamor_xv_render(glamor_port_private *port_priv)
{
ScreenPtr screen = port_priv->pPixmap->drawable.pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
PixmapPtr pixmap = port_priv->pPixmap;
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_pixmap_private *src_pixmap_priv[3];
BoxPtr box = REGION_RECTS(&port_priv->clip);
int nBox = REGION_NUM_RECTS(&port_priv->clip);
GLfloat src_xscale[3], src_yscale[3];
int i;
const float Loff = -0.0627;
const float Coff = -0.502;
float uvcosf, uvsinf;
float yco;
float uco[3], vco[3], off[3];
float bright, cont, gamma;
int ref = port_priv->transform_index;
GLint uloc;
GLfloat *v;
char *vbo_offset;
int dst_box_index;
if (!glamor_priv->xv_prog.prog)
glamor_init_xv_shader(screen);
cont = RTFContrast(port_priv->contrast);
bright = RTFBrightness(port_priv->brightness);
gamma = (float) port_priv->gamma / 1000.0;
uvcosf = RTFSaturation(port_priv->saturation) * cos(RTFHue(port_priv->hue));
uvsinf = RTFSaturation(port_priv->saturation) * sin(RTFHue(port_priv->hue));
/* overlay video also does pre-gamma contrast/sat adjust, should we? */
yco = trans[ref].RefLuma * cont;
uco[0] = -trans[ref].RefRCr * uvsinf;
uco[1] = trans[ref].RefGCb * uvcosf - trans[ref].RefGCr * uvsinf;
uco[2] = trans[ref].RefBCb * uvcosf;
vco[0] = trans[ref].RefRCr * uvcosf;
vco[1] = trans[ref].RefGCb * uvsinf + trans[ref].RefGCr * uvcosf;
vco[2] = trans[ref].RefBCb * uvsinf;
off[0] = Loff * yco + Coff * (uco[0] + vco[0]) + bright;
off[1] = Loff * yco + Coff * (uco[1] + vco[1]) + bright;
off[2] = Loff * yco + Coff * (uco[2] + vco[2]) + bright;
gamma = 1.0;
glamor_set_alu(screen, GXcopy);
for (i = 0; i < 3; i++) {
if (port_priv->src_pix[i]) {
src_pixmap_priv[i] =
glamor_get_pixmap_private(port_priv->src_pix[i]);
pixmap_priv_get_scale(src_pixmap_priv[i], &src_xscale[i],
&src_yscale[i]);
}
}
glamor_make_current(glamor_priv);
glUseProgram(glamor_priv->xv_prog.prog);
uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "offsetyco");
glUniform4f(uloc, off[0], off[1], off[2], yco);
uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "ucogamma");
glUniform4f(uloc, uco[0], uco[1], uco[2], gamma);
uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "vco");
glUniform4f(uloc, vco[0], vco[1], vco[2], 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[0]->fbo->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[1]->fbo->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[2]->fbo->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glEnable(GL_SCISSOR_TEST);
v = glamor_get_vbo_space(screen, 3 * 4 * sizeof(GLfloat), &vbo_offset);
/* Set up a single primitive covering the area being drawn. We'll
* clip it to port_priv->clip using GL scissors instead of just
* emitting a GL_QUAD per box, because this way we hopefully avoid
* diagonal tearing between the two trangles used to rasterize a
* GL_QUAD.
*/
i = 0;
v[i++] = port_priv->drw_x;
v[i++] = port_priv->drw_y;
v[i++] = port_priv->drw_x + port_priv->dst_w * 2;
v[i++] = port_priv->drw_y;
v[i++] = port_priv->drw_x;
v[i++] = port_priv->drw_y + port_priv->dst_h * 2;
v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x);
v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y);
v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x +
port_priv->src_w * 2);
v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y);
v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x);
v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y +
port_priv->src_h * 2);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float), vbo_offset);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float), vbo_offset + 6 * sizeof(GLfloat));
glamor_put_vbo_space(screen);
/* Now draw our big triangle, clipped to each of the clip boxes. */
glamor_pixmap_loop(pixmap_priv, dst_box_index) {
int dst_off_x, dst_off_y;
glamor_set_destination_drawable(port_priv->pDraw,
dst_box_index,
FALSE, FALSE,
glamor_priv->xv_prog.matrix_uniform,
&dst_off_x, &dst_off_y);
for (i = 0; i < nBox; i++) {
int dstx, dsty, dstw, dsth;
dstx = box[i].x1 + dst_off_x;
dsty = box[i].y1 + dst_off_y;
dstw = box[i].x2 - box[i].x1;
dsth = box[i].y2 - box[i].y1;
glScissor(dstx, dsty, dstw, dsth);
glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
}
}
glDisable(GL_SCISSOR_TEST);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
DamageDamageRegion(port_priv->pDraw, &port_priv->clip);
glamor_xv_free_port_data(port_priv);
}
int
glamor_xv_put_image(glamor_port_private *port_priv,
DrawablePtr pDrawable,
short src_x, short src_y,
short drw_x, short drw_y,
short src_w, short src_h,
short drw_w, short drw_h,
int id,
unsigned char *buf,
short width,
short height,
Bool sync,
RegionPtr clipBoxes)
{
ScreenPtr pScreen = pDrawable->pScreen;
int srcPitch, srcPitch2;
int top, nlines;
int s2offset, s3offset, tmp;
BoxRec full_box, half_box;
s2offset = s3offset = srcPitch2 = 0;
if (!port_priv->src_pix[0] ||
(width != port_priv->src_pix_w || height != port_priv->src_pix_h)) {
int i;
for (i = 0; i < 3; i++)
if (port_priv->src_pix[i])
glamor_destroy_pixmap(port_priv->src_pix[i]);
port_priv->src_pix[0] =
glamor_create_pixmap(pScreen, width, height, 8,
GLAMOR_CREATE_FBO_NO_FBO);
port_priv->src_pix[1] =
glamor_create_pixmap(pScreen, width >> 1, height >> 1, 8,
GLAMOR_CREATE_FBO_NO_FBO);
port_priv->src_pix[2] =
glamor_create_pixmap(pScreen, width >> 1, height >> 1, 8,
GLAMOR_CREATE_FBO_NO_FBO);
port_priv->src_pix_w = width;
port_priv->src_pix_h = height;
if (!port_priv->src_pix[0] || !port_priv->src_pix[1] ||
!port_priv->src_pix[2])
return BadAlloc;
}
top = (src_y) & ~1;
nlines = (src_y + src_h) - top;
switch (id) {
case FOURCC_YV12:
case FOURCC_I420:
srcPitch = ALIGN(width, 4);
srcPitch2 = ALIGN(width >> 1, 4);
s2offset = srcPitch * height;
s3offset = s2offset + (srcPitch2 * ((height + 1) >> 1));
s2offset += ((top >> 1) * srcPitch2);
s3offset += ((top >> 1) * srcPitch2);
if (id == FOURCC_YV12) {
tmp = s2offset;
s2offset = s3offset;
s3offset = tmp;
}
full_box.x1 = 0;
full_box.y1 = 0;
full_box.x2 = width;
full_box.y2 = nlines;
half_box.x1 = 0;
half_box.y1 = 0;
half_box.x2 = width >> 1;
half_box.y2 = (nlines + 1) >> 1;
glamor_upload_boxes(port_priv->src_pix[0], &full_box, 1,
0, 0, 0, 0,
buf + (top * srcPitch), srcPitch);
glamor_upload_boxes(port_priv->src_pix[1], &half_box, 1,
0, 0, 0, 0,
buf + s2offset, srcPitch2);
glamor_upload_boxes(port_priv->src_pix[2], &half_box, 1,
0, 0, 0, 0,
buf + s3offset, srcPitch2);
break;
default:
return BadMatch;
}
if (pDrawable->type == DRAWABLE_WINDOW)
port_priv->pPixmap = pScreen->GetWindowPixmap((WindowPtr) pDrawable);
else
port_priv->pPixmap = (PixmapPtr) pDrawable;
RegionCopy(&port_priv->clip, clipBoxes);
port_priv->src_x = src_x;
port_priv->src_y = src_y - top;
port_priv->src_w = src_w;
port_priv->src_h = src_h;
port_priv->dst_w = drw_w;
port_priv->dst_h = drw_h;
port_priv->drw_x = drw_x;
port_priv->drw_y = drw_y;
port_priv->w = width;
port_priv->h = height;
port_priv->pDraw = pDrawable;
glamor_xv_render(port_priv);
return Success;
}
void
glamor_xv_init_port(glamor_port_private *port_priv)
{
port_priv->brightness = 0;
port_priv->contrast = 0;
port_priv->saturation = 0;
port_priv->hue = 0;
port_priv->gamma = 1000;
port_priv->transform_index = 0;
REGION_NULL(pScreen, &port_priv->clip);
}
void
glamor_xv_core_init(ScreenPtr screen)
{
glamorBrightness = MAKE_ATOM("XV_BRIGHTNESS");
glamorContrast = MAKE_ATOM("XV_CONTRAST");
glamorSaturation = MAKE_ATOM("XV_SATURATION");
glamorHue = MAKE_ATOM("XV_HUE");
glamorGamma = MAKE_ATOM("XV_GAMMA");
glamorColorspace = MAKE_ATOM("XV_COLORSPACE");
}