static void * create_vert_shader(struct vl_zscan *zscan) { struct ureg_program *shader; struct ureg_src scale; struct ureg_src vrect, vpos, block_num; struct ureg_dst tmp; struct ureg_dst o_vpos; struct ureg_dst *o_vtex; unsigned i; shader = ureg_create(PIPE_SHADER_VERTEX); if (!shader) return NULL; o_vtex = MALLOC(zscan->num_channels * sizeof(struct ureg_dst)); scale = ureg_imm2f(shader, (float)VL_BLOCK_WIDTH / zscan->buffer_width, (float)VL_BLOCK_HEIGHT / zscan->buffer_height); vrect = ureg_DECL_vs_input(shader, VS_I_RECT); vpos = ureg_DECL_vs_input(shader, VS_I_VPOS); block_num = ureg_DECL_vs_input(shader, VS_I_BLOCK_NUM); tmp = ureg_DECL_temporary(shader); o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS); for (i = 0; i < zscan->num_channels; ++i) o_vtex[i] = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX + i); /* * o_vpos.xy = (vpos + vrect) * scale * o_vpos.zw = 1.0f * * tmp.xy = InstanceID / blocks_per_line * tmp.x = frac(tmp.x) * tmp.y = floor(tmp.y) * * o_vtex.x = vrect.x / blocks_per_line + tmp.x * o_vtex.y = vrect.y * o_vtex.z = tmp.z * blocks_per_line / blocks_total */ ureg_ADD(shader, ureg_writemask(tmp, TGSI_WRITEMASK_XY), vpos, vrect); ureg_MUL(shader, ureg_writemask(o_vpos, TGSI_WRITEMASK_XY), ureg_src(tmp), scale); ureg_MOV(shader, ureg_writemask(o_vpos, TGSI_WRITEMASK_ZW), ureg_imm1f(shader, 1.0f)); ureg_MUL(shader, ureg_writemask(tmp, TGSI_WRITEMASK_XW), ureg_scalar(block_num, TGSI_SWIZZLE_X), ureg_imm1f(shader, 1.0f / zscan->blocks_per_line)); ureg_FRC(shader, ureg_writemask(tmp, TGSI_WRITEMASK_Y), ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X)); ureg_FLR(shader, ureg_writemask(tmp, TGSI_WRITEMASK_W), ureg_src(tmp)); for (i = 0; i < zscan->num_channels; ++i) { ureg_ADD(shader, ureg_writemask(tmp, TGSI_WRITEMASK_X), ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_Y), ureg_imm1f(shader, 1.0f / (zscan->blocks_per_line * VL_BLOCK_WIDTH) * (i - (signed)zscan->num_channels / 2))); ureg_MAD(shader, ureg_writemask(o_vtex[i], TGSI_WRITEMASK_X), vrect, ureg_imm1f(shader, 1.0f / zscan->blocks_per_line), ureg_src(tmp)); ureg_MOV(shader, ureg_writemask(o_vtex[i], TGSI_WRITEMASK_Y), vrect); ureg_MOV(shader, ureg_writemask(o_vtex[i], TGSI_WRITEMASK_Z), vpos); ureg_MUL(shader, ureg_writemask(o_vtex[i], TGSI_WRITEMASK_W), ureg_src(tmp), ureg_imm1f(shader, (float)zscan->blocks_per_line / zscan->blocks_total)); } ureg_release_temporary(shader, tmp); ureg_END(shader); FREE(o_vtex); return ureg_create_shader_and_destroy(shader, zscan->pipe); }
static void * create_ref_frag_shader(struct vl_mc *r) { const float y_scale = r->buffer_height / 2 * r->macroblock_size / VL_MACROBLOCK_HEIGHT; struct ureg_program *shader; struct ureg_src tc[2], sampler; struct ureg_dst ref, field; struct ureg_dst fragment; unsigned label; shader = ureg_create(TGSI_PROCESSOR_FRAGMENT); if (!shader) return NULL; tc[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP, TGSI_INTERPOLATE_LINEAR); tc[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM, TGSI_INTERPOLATE_LINEAR); sampler = ureg_DECL_sampler(shader, 0); ref = ureg_DECL_temporary(shader); fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); field = calc_line(shader); /* * ref = field.z ? tc[1] : tc[0] * * // Adjust tc acording to top/bottom field selection * if (|ref.z|) { * ref.y *= y_scale * ref.y = floor(ref.y) * ref.y += ref.z * ref.y /= y_scale * } * fragment.xyz = tex(ref, sampler[0]) */ ureg_CMP(shader, ureg_writemask(ref, TGSI_WRITEMASK_XYZ), ureg_negate(ureg_scalar(ureg_src(field), TGSI_SWIZZLE_Y)), tc[1], tc[0]); ureg_CMP(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_negate(ureg_scalar(ureg_src(field), TGSI_SWIZZLE_Y)), tc[1], tc[0]); ureg_IF(shader, ureg_scalar(ureg_src(ref), TGSI_SWIZZLE_Z), &label); ureg_MUL(shader, ureg_writemask(ref, TGSI_WRITEMASK_Y), ureg_src(ref), ureg_imm1f(shader, y_scale)); ureg_FLR(shader, ureg_writemask(ref, TGSI_WRITEMASK_Y), ureg_src(ref)); ureg_ADD(shader, ureg_writemask(ref, TGSI_WRITEMASK_Y), ureg_src(ref), ureg_scalar(ureg_src(ref), TGSI_SWIZZLE_Z)); ureg_MUL(shader, ureg_writemask(ref, TGSI_WRITEMASK_Y), ureg_src(ref), ureg_imm1f(shader, 1.0f / y_scale)); ureg_fixup_label(shader, label, ureg_get_instruction_number(shader)); ureg_ENDIF(shader); ureg_TEX(shader, ureg_writemask(fragment, TGSI_WRITEMASK_XYZ), TGSI_TEXTURE_2D, ureg_src(ref), sampler); ureg_release_temporary(shader, ref); ureg_release_temporary(shader, field); ureg_END(shader); return ureg_create_shader_and_destroy(shader, r->pipe); }