/************************************************************************** * * Copyright 2012 Christian König. * All Rights Reserved. * * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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. * **************************************************************************/ #include "pipe/p_context.h" #include "tgsi/tgsi_ureg.h" #include "util/u_draw.h" #include "util/u_memory.h" #include "util/u_math.h" #include "vl_types.h" #include "vl_vertex_buffers.h" #include "vl_median_filter.h" enum VS_OUTPUT { VS_O_VPOS = 0, VS_O_VTEX = 0 }; static void * create_vert_shader(struct vl_median_filter *filter) { struct ureg_program *shader; struct ureg_src i_vpos; struct ureg_dst o_vpos, o_vtex; shader = ureg_create(TGSI_PROCESSOR_VERTEX); if (!shader) return NULL; i_vpos = ureg_DECL_vs_input(shader, 0); o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS); o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX); ureg_MOV(shader, o_vpos, i_vpos); ureg_MOV(shader, o_vtex, i_vpos); ureg_END(shader); return ureg_create_shader_and_destroy(shader, filter->pipe); } static inline bool is_vec_zero(struct vertex2f v) { return v.x == 0.0f && v.y == 0.0f; } static void * create_frag_shader(struct vl_median_filter *filter, struct vertex2f *offsets, unsigned num_offsets) { struct pipe_screen *screen = filter->pipe->screen; struct ureg_program *shader; struct ureg_src i_vtex; struct ureg_src sampler; struct ureg_dst *t_array = MALLOC(sizeof(struct ureg_dst) * num_offsets); struct ureg_dst o_fragment; const unsigned median = num_offsets >> 1; int i, j; assert(num_offsets & 1); /* we need an odd number of offsets */ if (!(num_offsets & 1)) { /* yeah, we REALLY need an odd number of offsets!!! */ FREE(t_array); return NULL; } if (num_offsets > screen->get_shader_param( screen, TGSI_PROCESSOR_FRAGMENT, PIPE_SHADER_CAP_MAX_TEMPS)) { FREE(t_array); return NULL; } shader = ureg_create(TGSI_PROCESSOR_FRAGMENT); if (!shader) { FREE(t_array); return NULL; } i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR); sampler = ureg_DECL_sampler(shader, 0); for (i = 0; i < num_offsets; ++i) t_array[i] = ureg_DECL_temporary(shader); o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); /* * t_array[0..*] = vtex + offset[0..*] * t_array[0..*] = tex(t_array[0..*], sampler) * result = partial_bubblesort(t_array)[mid] */ for (i = 0; i < num_offsets; ++i) { if (!is_vec_zero(offsets[i])) { ureg_ADD(shader, ureg_writemask(t_array[i], TGSI_WRITEMASK_XY), i_vtex, ureg_imm2f(shader, offsets[i].x, offsets[i].y)); ureg_MOV(shader, ureg_writemask(t_array[i], TGSI_WRITEMASK_ZW), ureg_imm1f(shader, 0.0f)); } } for (i = 0; i < num_offsets; ++i) { struct ureg_src src = is_vec_zero(offsets[i]) ? i_vtex : ureg_src(t_array[i]); ureg_TEX(shader, t_array[i], TGSI_TEXTURE_2D, src, sampler); } // TODO: Couldn't this be improved even more? for (i = 0; i <= median; ++i) { for (j = 1; j < (num_offsets - i - 1); ++j) { struct ureg_dst tmp = ureg_DECL_temporary(shader); ureg_MOV(shader, tmp, ureg_src(t_array[j])); ureg_MAX(shader, t_array[j], ureg_src(t_array[j]), ureg_src(t_array[j - 1])); ureg_MIN(shader, t_array[j - 1], ureg_src(tmp), ureg_src(t_array[j - 1])); ureg_release_temporary(shader, tmp); } if (i == median) ureg_MAX(shader, t_array[j], ureg_src(t_array[j]), ureg_src(t_array[j - 1])); else ureg_MIN(shader, t_array[j - 1], ureg_src(t_array[j]), ureg_src(t_array[j - 1])); } ureg_MOV(shader, o_fragment, ureg_src(t_array[median])); ureg_END(shader); FREE(t_array); return ureg_create_shader_and_destroy(shader, filter->pipe); } static void generate_offsets(enum vl_median_filter_shape shape, unsigned size, struct vertex2f **offsets, unsigned *num_offsets) { int i = 0, half_size; struct vertex2f v; assert(offsets && num_offsets); /* size needs to be odd */ size = align(size + 1, 2) - 1; half_size = size >> 1; switch(shape) { case VL_MEDIAN_FILTER_BOX: *num_offsets = size*size; break; case VL_MEDIAN_FILTER_CROSS: case VL_MEDIAN_FILTER_X: *num_offsets = size + size - 1; break; case VL_MEDIAN_FILTER_HORIZONTAL: case VL_MEDIAN_FILTER_VERTICAL: *num_offsets = size; break; default: *num_offsets = 0; return; } *offsets = MALLOC(sizeof(struct vertex2f) * *num_offsets); if (!*offsets) return; switch(shape) { case VL_MEDIAN_FILTER_BOX: for (v.x = -half_size; v.x <= half_size; ++v.x) for (v.y = -half_size; v.y <= half_size; ++v.y) (*offsets)[i++] = v; break; case VL_MEDIAN_FILTER_CROSS: v.y = 0.0f; for (v.x = -half_size; v.x <= half_size; ++v.x) (*offsets)[i++] = v; v.x = 0.0f; for (v.y = -half_size; v.y <= half_size; ++v.y) if (v.y != 0.0f) (*offsets)[i++] = v; break; case VL_MEDIAN_FILTER_X: for (v.x = v.y = -half_size; v.x <= half_size; ++v.x, ++v.y) (*offsets)[i++] = v; for (v.x = -half_size, v.y = half_size; v.x <= half_size; ++v.x, --v.y) if (v.y != 0.0f) (*offsets)[i++] = v; break; case VL_MEDIAN_FILTER_HORIZONTAL: v.y = 0.0f; for (v.x = -half_size; v.x <= half_size; ++v.x) (*offsets)[i++] = v; break; case VL_MEDIAN_FILTER_VERTICAL: v.x = 0.0f; for (v.y = -half_size; v.y <= half_size; ++v.y) (*offsets)[i++] = v; break; } assert(i == *num_offsets); } bool vl_median_filter_init(struct vl_median_filter *filter, struct pipe_context *pipe, unsigned width, unsigned height, unsigned size, enum vl_median_filter_shape shape) { struct pipe_rasterizer_state rs_state; struct pipe_blend_state blend; struct pipe_sampler_state sampler; struct vertex2f *offsets = NULL; struct pipe_vertex_element ve; unsigned i, num_offsets = 0; assert(filter && pipe); assert(width && height); assert(size > 1 && size < 20); memset(filter, 0, sizeof(*filter)); filter->pipe = pipe; memset(&rs_state, 0, sizeof(rs_state)); rs_state.half_pixel_center = true; rs_state.bottom_edge_rule = true; rs_state.depth_clip = 1; filter->rs_state = pipe->create_rasterizer_state(pipe, &rs_state); if (!filter->rs_state) goto error_rs_state; memset(&blend, 0, sizeof blend); blend.rt[0].rgb_func = PIPE_BLEND_ADD; blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ONE; blend.rt[0].alpha_func = PIPE_BLEND_ADD; blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ONE; blend.logicop_func = PIPE_LOGICOP_CLEAR; blend.rt[0].colormask = PIPE_MASK_RGBA; filter->blend = pipe->create_blend_state(pipe, &blend); if (!filter->blend) goto error_blend; memset(&sampler, 0, sizeof(sampler)); sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.compare_mode = PIPE_TEX_COMPARE_NONE; sampler.compare_func = PIPE_FUNC_ALWAYS; sampler.normalized_coords = 1; filter->sampler = pipe->create_sampler_state(pipe, &sampler); if (!filter->sampler) goto error_sampler; filter->quad = vl_vb_upload_quads(pipe); if(!filter->quad.buffer) goto error_quad; memset(&ve, 0, sizeof(ve)); ve.src_offset = 0; ve.instance_divisor = 0; ve.vertex_buffer_index = 0; ve.src_format = PIPE_FORMAT_R32G32_FLOAT; filter->ves = pipe->create_vertex_elements_state(pipe, 1, &ve); if (!filter->ves) goto error_ves; generate_offsets(shape, size, &offsets, &num_offsets); if (!offsets) goto error_offsets; for (i = 0; i < num_offsets; ++i) { offsets[i].x /= width; offsets[i].y /= height; } filter->vs = create_vert_shader(filter); if (!filter->vs) goto error_vs; filter->fs = create_frag_shader(filter, offsets, num_offsets); if (!filter->fs) goto error_fs; FREE(offsets); return true; error_fs: pipe->delete_vs_state(pipe, filter->vs); error_vs: FREE(offsets); error_offsets: pipe->delete_vertex_elements_state(pipe, filter->ves); error_ves: pipe_resource_reference(&filter->quad.buffer, NULL); error_quad: pipe->delete_sampler_state(pipe, filter->sampler); error_sampler: pipe->delete_blend_state(pipe, filter->blend); error_blend: pipe->delete_rasterizer_state(pipe, filter->rs_state); error_rs_state: return false; } void vl_median_filter_cleanup(struct vl_median_filter *filter) { assert(filter); filter->pipe->delete_sampler_state(filter->pipe, filter->sampler); filter->pipe->delete_blend_state(filter->pipe, filter->blend); filter->pipe->delete_rasterizer_state(filter->pipe, filter->rs_state); filter->pipe->delete_vertex_elements_state(filter->pipe, filter->ves); pipe_resource_reference(&filter->quad.buffer, NULL); filter->pipe->delete_vs_state(filter->pipe, filter->vs); filter->pipe->delete_fs_state(filter->pipe, filter->fs); } void vl_median_filter_render(struct vl_median_filter *filter, struct pipe_sampler_view *src, struct pipe_surface *dst) { struct pipe_viewport_state viewport; struct pipe_framebuffer_state fb_state; assert(filter && src && dst); memset(&viewport, 0, sizeof(viewport)); viewport.scale[0] = dst->width; viewport.scale[1] = dst->height; viewport.scale[2] = 1; viewport.scale[3] = 1; memset(&fb_state, 0, sizeof(fb_state)); fb_state.width = dst->width; fb_state.height = dst->height; fb_state.nr_cbufs = 1; fb_state.cbufs[0] = dst; filter->pipe->bind_rasterizer_state(filter->pipe, filter->rs_state); filter->pipe->bind_blend_state(filter->pipe, filter->blend); filter->pipe->bind_sampler_states(filter->pipe, PIPE_SHADER_FRAGMENT, 0, 1, &filter->sampler); filter->pipe->set_sampler_views(filter->pipe, PIPE_SHADER_FRAGMENT, 0, 1, &src); filter->pipe->bind_vs_state(filter->pipe, filter->vs); filter->pipe->bind_fs_state(filter->pipe, filter->fs); filter->pipe->set_framebuffer_state(filter->pipe, &fb_state); filter->pipe->set_viewport_states(filter->pipe, 0, 1, &viewport); filter->pipe->set_vertex_buffers(filter->pipe, 0, 1, &filter->quad); filter->pipe->bind_vertex_elements_state(filter->pipe, filter->ves); util_draw_arrays(filter->pipe, PIPE_PRIM_QUADS, 0, 4); }