xserver-multidpi/glamor/glamor_xv.c
Keith Packard d723928870 glamor: Fix nlines in glamor_xv_put_image when src_y is odd
The number of lines of video to update in the texture needs to be
computed from the height of the updated source, not the full height of
the source.

Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2014-12-28 15:12:33 -08:00

518 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 <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 char *xv_vs = "attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
"varying vec2 tcs;\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
"tcs = v_texcoord0.xy;\n"
"}\n";
static const char *xv_ps = GLAMOR_DEFAULT_PRECISION
"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"
"float sample;\n"
"vec4 temp1;\n"
"void main()\n"
"{\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"
"}\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;
GLint fs_prog, vs_prog;
glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
glamor_priv->xv_prog = glCreateProgram();
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xv_vs);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xv_ps);
glAttachShader(glamor_priv->xv_prog, vs_prog);
glAttachShader(glamor_priv->xv_prog, fs_prog);
glBindAttribLocation(glamor_priv->xv_prog,
GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(glamor_priv->xv_prog,
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(screen, glamor_priv->xv_prog, "xv");
}
#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);
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(port_priv->pPixmap);
glamor_pixmap_private *src_pixmap_priv[3];
float vertices[32], texcoords[8];
BoxPtr box = REGION_RECTS(&port_priv->clip);
int nBox = REGION_NUM_RECTS(&port_priv->clip);
int dst_x_off, dst_y_off;
GLfloat dst_xscale, dst_yscale;
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, sampler_loc;
if (!glamor_priv->xv_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;
pixmap_priv_get_dest_scale(pixmap_priv, &dst_xscale, &dst_yscale);
glamor_get_drawable_deltas(port_priv->pDraw, port_priv->pPixmap, &dst_x_off,
&dst_y_off);
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
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);
uloc = glGetUniformLocation(glamor_priv->xv_prog, "offsetyco");
glUniform4f(uloc, off[0], off[1], off[2], yco);
uloc = glGetUniformLocation(glamor_priv->xv_prog, "ucogamma");
glUniform4f(uloc, uco[0], uco[1], uco[2], gamma);
uloc = glGetUniformLocation(glamor_priv->xv_prog, "vco");
glUniform4f(uloc, vco[0], vco[1], vco[2], 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[0]->base.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]->base.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]->base.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);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "y_sampler");
glUniform1i(sampler_loc, 0);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "u_sampler");
glUniform1i(sampler_loc, 1);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "v_sampler");
glUniform1i(sampler_loc, 2);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float), texcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glEnable(GL_SCISSOR_TEST);
for (i = 0; i < nBox; i++) {
float off_x = box[i].x1 - port_priv->drw_x;
float off_y = box[i].y1 - port_priv->drw_y;
float diff_x = (float) port_priv->src_w / (float) port_priv->dst_w;
float diff_y = (float) port_priv->src_h / (float) port_priv->dst_h;
float srcx, srcy, srcw, srch;
int dstx, dsty, dstw, dsth;
dstx = box[i].x1 + dst_x_off;
dsty = box[i].y1 + dst_y_off;
dstw = box[i].x2 - box[i].x1;
dsth = box[i].y2 - box[i].y1;
srcx = port_priv->src_x + off_x * diff_x;
srcy = port_priv->src_y + off_y * diff_y;
srcw = (port_priv->src_w * dstw) / (float) port_priv->dst_w;
srch = (port_priv->src_h * dsth) / (float) port_priv->dst_h;
glamor_set_normalize_vcoords(pixmap_priv,
dst_xscale, dst_yscale,
dstx - dstw,
dsty,
dstx + dstw,
dsty + dsth * 2,
vertices);
glamor_set_normalize_tcoords(src_pixmap_priv[0],
src_xscale[0],
src_yscale[0],
srcx - srcw,
srcy,
srcx + srcw,
srcy + srch * 2,
texcoords);
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;
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, 0);
port_priv->src_pix[1] =
glamor_create_pixmap(pScreen, width >> 1, height >> 1, 8, 0);
port_priv->src_pix[2] =
glamor_create_pixmap(pScreen, width >> 1, height >> 1, 8, 0);
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;
}
glamor_upload_sub_pixmap_to_texture(port_priv->src_pix[0],
0, 0, width, nlines,
srcPitch,
buf + (top * srcPitch), 0);
glamor_upload_sub_pixmap_to_texture(port_priv->src_pix[1],
0, 0, width >> 1, (nlines + 1) >> 1,
srcPitch2,
buf + s2offset, 0);
glamor_upload_sub_pixmap_to_texture(port_priv->src_pix[2],
0, 0, width >> 1, (nlines + 1) >> 1,
srcPitch2,
buf + s3offset, 0);
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;
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");
}