Commit 1f4cf351 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Implement YUV emulation with GL_ARB_fragment_program.

parent bfe70679
......@@ -2982,3 +2982,296 @@ const struct fragment_pipeline arbfp_fragment_pipeline = {
shader_arb_conv_supported,
arbfp_fragmentstate_template
};
#define GLINFO_LOCATION device->adapter->gl_info
struct arbfp_blit_priv {
GLenum yuy2_rect_shader, yuy2_2d_shader;
GLenum uyvy_rect_shader, uyvy_2d_shader;
};
static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
if(!device->blit_priv) {
ERR("Out of memory\n");
return E_OUTOFMEMORY;
}
return WINED3D_OK;
}
static void arbfp_blit_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
ENTER_GL();
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
checkGLcall("Delete yuv programs\n");
LEAVE_GL();
}
GLenum gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
GLenum shader;
SHADER_BUFFER buffer;
const char *tex, *texinstr;
char chroma, luminance;
struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
/* Shader header */
buffer.bsize = 0;
buffer.lineNo = 0;
buffer.newline = TRUE;
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
switch(textype) {
case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
default:
/* This is more tricky than just replacing the texture type - we have to navigate
* properly in the texture to find the correct chroma values
*/
FIXME("Implement yuv correction for non-2d, non-rect textures\n");
return 0;
}
if(fmt == WINED3DFMT_UYVY) {
chroma = 'r';
luminance = 'a';
} else {
chroma = 'a';
luminance = 'r';
}
GL_EXTCALL(glGenProgramsARB(1, &shader));
checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
if(!shader) return 0;
/* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
* giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
* two chroma(U and V) values. Each macropixel has two luminance values, one for
* each single pixel it contains, and one U and one V value shared between both
* pixels.
*
* The data is loaded into an A8L8 texture. With YUY2, the luminance component
* contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
* take the format into account when generating the read swizzles
*
* Reading the Y value is streightforward - just sample the texture. The hardware
* takes care of filtering in the horizontal and vertical direction.
*
* Reading the U and V values is harder. We have to avoid filtering horizontally,
* because that would mix the U and V values of one pixel or two adjacent pixels.
* Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
* regardless of the filtering setting. Vertical filtering works automatically
* though - the U and V values of two rows are mixed nicely.
*
* Appart of avoiding filtering issues, the code has to know which value it just
* read, and where it can find the other one. To determine this, it checks if
* it sampled an even or odd pixel, and shifts the 2nd read accordingly.
*
* Handling horizontal filtering of U and V values requires reading a 2nd pair
* of pixels, extracting U and V and mixing them. This is not implemented yet.
*
* An alternative implementation idea is to load the texture as A8R8G8B8 texture,
* with width / 2. This way one read gives all 3 values, finding U and V is easy
* in an unfiltered situation. Finding the luminance on the other hand requires
* finding out if it is an odd or even pixel. The real drawback of this approach
* is filtering. This would have to be emulated completely in the shader, reading
* up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
* vertically. Beyond that it would require adjustments to the texture handling
* code to deal with the width scaling
*/
shader_addline(&buffer, "!!ARBfp1.0\n");
shader_addline(&buffer, "TEMP luminance;\n");
shader_addline(&buffer, "TEMP temp;\n");
shader_addline(&buffer, "TEMP chroma;\n");
shader_addline(&buffer, "TEMP texcrd;\n");
shader_addline(&buffer, "TEMP texcrd2;\n");
shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.0};\n");
shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
shader_addline(&buffer, "PARAM size = program.local[0];\n");
/* First we have to read the chroma values. This means we need at least two pixels(no filtering),
* or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
* filtering when we sample the texture.
*
* These are the rules for reading the chroma:
*
* Even pixel: Cr
* Even pixel: U
* Odd pixel: V
*
* So we have to get the sampling x position in non-normalized coordinates in integers
*/
if(textype != GL_TEXTURE_RECTANGLE_ARB) {
shader_addline(&buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
shader_addline(&buffer, "MOV texcrd.a, size.x;\n");
} else {
shader_addline(&buffer, "MOV texcrd, fragment.texcoord[0];\n");
}
/* We must not allow filtering between pixel x and x+1, this would mix U and V
* Vertical filtering is ok. However, bear in mind that the pixel center is at
* 0.5, so add 0.5.
*/
shader_addline(&buffer, "FLR texcrd.x, texcrd.x;\n");
shader_addline(&buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
/* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
* even and odd pixels respectively
*/
shader_addline(&buffer, "MUL texcrd2, texcrd, coef.y;\n");
shader_addline(&buffer, "FRC texcrd2, texcrd2;\n");
/* Sample Pixel 1 */
shader_addline(&buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
/* Put the value into either of the chroma values */
shader_addline(&buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
shader_addline(&buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma);
shader_addline(&buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
shader_addline(&buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma);
/* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
* the pixel right to the current one. Otherwise, sample the left pixel.
* Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
*/
shader_addline(&buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
shader_addline(&buffer, "ADD texcrd.x, texcrd, temp.x;\n");
shader_addline(&buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
/* Put the value into the other chroma */
shader_addline(&buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
shader_addline(&buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma);
shader_addline(&buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
shader_addline(&buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma);
/* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
* the current one and lerp the two U and V values
*/
/* This gives the correctly filtered luminance value */
shader_addline(&buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
/* Calculate the final result. Formula is taken from
* http://www.fourcc.org/fccyvrgb.php. Note that the chroma
* ranges from -0.5 to 0.5
*/
shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n");
shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance);
shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance);
shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance);
shader_addline(&buffer, "END\n");
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
if (glGetError() == GL_INVALID_OPERATION) {
GLint pos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
FIXME("Fragment program error at position %d: %s\n", pos,
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
}
if(fmt == WINED3DFMT_YUY2) {
if(textype == GL_TEXTURE_RECTANGLE_ARB) {
priv->yuy2_rect_shader = shader;
} else {
priv->yuy2_2d_shader = shader;
}
} else {
if(textype == GL_TEXTURE_RECTANGLE_ARB) {
priv->uyvy_rect_shader = shader;
} else {
priv->uyvy_2d_shader = shader;
}
}
return shader;
}
static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
GLenum shader;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
float size[4] = {width, height, 1, 1};
struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
const GlPixelFormatDesc *glDesc;
getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY) {
/* Don't bother setting up a shader for unconverted formats */
glEnable(textype);
checkGLcall("glEnable(textype)");
return WINED3D_OK;
}
if(glDesc->conversion_group == WINED3DFMT_YUY2) {
if(textype == GL_TEXTURE_RECTANGLE_ARB) {
shader = priv->yuy2_rect_shader;
} else {
shader = priv->yuy2_2d_shader;
}
} else {
if(textype == GL_TEXTURE_RECTANGLE_ARB) {
shader = priv->uyvy_rect_shader;
} else {
shader = priv->uyvy_2d_shader;
}
}
if(!shader) {
shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
}
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
checkGLcall("glProgramLocalParameter4fvARB");
return WINED3D_OK;
}
static void arbfp_blit_unset(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
}
static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) {
TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt));
switch(fmt) {
case WINED3DFMT_YUY2:
case WINED3DFMT_UYVY:
TRACE("[OK]\n");
return TRUE;
default:
TRACE("[FAILED]\n");
return FALSE;
}
}
const struct blit_shader arbfp_blit = {
arbfp_blit_alloc,
arbfp_blit_free,
arbfp_blit_set,
arbfp_blit_unset,
arbfp_blit_conv_supported
};
#undef GLINFO_LOCATION
......@@ -2953,8 +2953,11 @@ static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3
int ps_selected_mode;
select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
return &arbfp_blit;
} else {
return &ffp_blit;
}
}
/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
......
......@@ -587,6 +587,7 @@ struct blit_shader {
};
extern const struct blit_shader ffp_blit;
extern const struct blit_shader arbfp_blit;
/* The new context manager that should deal with onscreen and offscreen rendering */
struct WineD3DContext {
......
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