diff options
author | Maarten Lankhorst <[email protected]> | 2012-12-18 13:13:01 +0100 |
---|---|---|
committer | Maarten Lankhorst <[email protected]> | 2013-01-16 17:22:45 +0100 |
commit | 892c1fa8d8248bcdb153faf0694073e3b4a91ed3 (patch) | |
tree | dfe195571aa1a1b57551b0a8a7833a0d549e46ea /src/gallium/auxiliary/vl | |
parent | dfcd7658c591d83adbca038669b1be702fac9dcb (diff) |
vl/compositor: fix weave shader bugs
Writemask was XY instead of YZ (thanks to calim for spotting it).
The pixel calculation resulted in the pixel always being off by one.
If y was .5:
y' = round(y) + 0.5 = 1.5
Fixing this also means the LRP function has to swap the pixels it, since
it's now the other way around for top/bottom.
WIth these fixes only chroma for top and bottom pixel rows are wrongly interpolated
in my test program:
--- nvidia
+++ nouveau
@@ -1,4 +1,4 @@
-YCbCr[0] = 00c080
+YCbCr[0] = 00b070
YCbCr[1] = 00b070
YCbCr[2] = 029050
YCbCr[3] = 207050
@@ -61,4 +61,4 @@
YCbCr[60] = 0c5070
YCbCr[61] = c05090
YCbCr[62] = 0e70b0
-YCbCr[63] = e080c0
+YCbCr[63] = e070b0
Signed-off-by: Maarten Lankhorst <[email protected]>
Reviewed-by: Christian König <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/vl')
-rw-r--r-- | src/gallium/auxiliary/vl/vl_compositor.c | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/src/gallium/auxiliary/vl/vl_compositor.c b/src/gallium/auxiliary/vl/vl_compositor.c index 7ea13bf593d..fecf3c9287f 100644 --- a/src/gallium/auxiliary/vl/vl_compositor.c +++ b/src/gallium/auxiliary/vl/vl_compositor.c @@ -199,13 +199,15 @@ create_frag_shader_weave(struct vl_compositor *c) /* calculate the texture offsets * t_tc.x = i_tc.x - * t_tc.y = (round(i_tc.y) + 0.5) / height * 2 + * t_tc.y = (round(i_tc.y - 0.5) + 0.5) / height * 2 */ for (i = 0; i < 2; ++i) { ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_X), i_tc[i]); - ureg_ROUND(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), i_tc[i]); + ureg_SUB(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), + i_tc[i], ureg_imm1f(shader, 0.5f)); + ureg_ROUND(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), ureg_src(t_tc[i])); ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_W), - ureg_imm1f(shader, i ? 0.75f : 0.25f)); + ureg_imm1f(shader, i ? -0.25f : 0.25f)); ureg_ADD(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), ureg_src(t_tc[i]), ureg_imm1f(shader, 0.5f)); ureg_MUL(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_Y), @@ -234,11 +236,11 @@ create_frag_shader_weave(struct vl_compositor *c) ureg_ROUND(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ), i_tc[0]); ureg_ADD(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ), ureg_src(t_tc[0]), ureg_negate(i_tc[0])); - ureg_MUL(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_XY), + ureg_MUL(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ), ureg_abs(ureg_src(t_tc[0])), ureg_imm1f(shader, 2.0f)); ureg_LRP(shader, t_texel[0], ureg_swizzle(ureg_src(t_tc[0]), TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z), - ureg_src(t_texel[1]), ureg_src(t_texel[0])); + ureg_src(t_texel[0]), ureg_src(t_texel[1])); /* and finally do colour space transformation * fragment = csc * texel |