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/**************************************************************************
*
* Copyright 2010 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.
*
**************************************************************************/
#ifndef vl_vertex_buffers_h
#define vl_vertex_buffers_h
#include <pipe/p_state.h>
#include <pipe/p_video_state.h>
#include "vl_defines.h"
#include "vl_types.h"
/* vertex buffers act as a todo list
* uploading all the usefull informations to video ram
* so a vertex shader can work with them
*/
/* inputs to the vertex shaders */
enum VS_INPUT
{
VS_I_RECT,
VS_I_VPOS,
VS_I_FLAGS,
VS_I_EB,
VS_I_MV_TOP = VS_I_FLAGS,
VS_I_MV_BOTTOM = VS_I_EB,
NUM_VS_INPUTS
};
struct vl_vertex_buffer
{
unsigned width, height;
unsigned num_instances;
struct pipe_resource *resource;
struct pipe_transfer *transfer;
struct vl_vertex_stream *buffer;
struct {
struct pipe_resource *resource;
struct pipe_transfer *transfer;
struct vl_mv_vertex_stream *vertex_stream;
} mv[VL_MAX_REF_FRAMES];
};
struct pipe_vertex_buffer vl_vb_upload_quads(struct pipe_context *pipe,
unsigned blocks_x, unsigned blocks_y);
struct pipe_vertex_buffer vl_vb_upload_pos(struct pipe_context *pipe, unsigned width, unsigned height);
void *vl_vb_get_ves_eb(struct pipe_context *pipe, int component);
void *vl_vb_get_ves_mv(struct pipe_context *pipe, int motionvector);
void vl_vb_init(struct vl_vertex_buffer *buffer,
struct pipe_context *pipe,
unsigned width, unsigned height);
struct pipe_vertex_buffer vl_vb_get_ycbcr(struct vl_vertex_buffer *buffer);
struct pipe_vertex_buffer vl_vb_get_mv(struct vl_vertex_buffer *buffer, int motionvector);
void vl_vb_map(struct vl_vertex_buffer *buffer, struct pipe_context *pipe);
void vl_vb_add_block(struct vl_vertex_buffer *buffer, struct pipe_mpeg12_macroblock *mb,
const unsigned (*empty_block_mask)[3][2][2]);
void vl_vb_unmap(struct vl_vertex_buffer *buffer, struct pipe_context *pipe);
unsigned vl_vb_restart(struct vl_vertex_buffer *buffer);
void vl_vb_cleanup(struct vl_vertex_buffer *buffer);
#endif /* vl_vertex_buffers_h */
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