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authorMaarten Lankhorst <[email protected]>2012-12-18 13:13:01 +0100
committerMaarten Lankhorst <[email protected]>2013-01-16 17:22:45 +0100
commit892c1fa8d8248bcdb153faf0694073e3b4a91ed3 (patch)
treedfe195571aa1a1b57551b0a8a7833a0d549e46ea /src/gallium/auxiliary
parentdfcd7658c591d83adbca038669b1be702fac9dcb (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')
-rw-r--r--src/gallium/auxiliary/vl/vl_compositor.c12
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