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gallium/vl: Fix mirror with rotation for compute shaders
The mirror needs to be reversed because the rotation is applied
before the mirroring.
VAAPI docs:
Mirroring of an image can be performed either along the
horizontal or vertical axis. It is assumed that the rotation
operation is always performed before the mirroring operation.
Cc: mesa-stable
Acked-by: Ruijing Dong <ruijing.dong@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34140>
(cherry picked from commit 962c33cbca)
This commit is contained in:
parent
d56be9adbd
commit
b6f9ccf0e8
2 changed files with 13 additions and 13 deletions
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@ -1504,7 +1504,7 @@
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"description": "gallium/vl: Fix mirror with rotation for compute shaders",
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"nominated": true,
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"nomination_type": 1,
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"resolution": 0,
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"resolution": 1,
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"main_sha": null,
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"because_sha": null,
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"notes": null
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@ -669,7 +669,7 @@ calc_proj(struct vl_compositor_layer *layer,
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struct pipe_resource *texture,
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float m[2][4])
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{
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enum vl_compositor_mirror mirror = layer->mirror;
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unsigned mirror = layer->mirror;
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float ratio_x = (float)texture->width0 / layer->sampler_views[0]->texture->width0;
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float ratio_y = (float)texture->height0 / layer->sampler_views[0]->texture->height0;
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float width = layer->sampler_views[0]->texture->width0;
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@ -689,14 +689,16 @@ calc_proj(struct vl_compositor_layer *layer,
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m[1][2] = texture->height0;
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width = layer->sampler_views[0]->texture->height0;
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height = layer->sampler_views[0]->texture->width0;
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if (mirror != VL_COMPOSITOR_MIRROR_NONE)
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mirror = ~mirror;
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break;
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case VL_COMPOSITOR_ROTATE_180:
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m[0][0] = 1.0;
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m[1][1] = 1.0;
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if (mirror != VL_COMPOSITOR_MIRROR_VERTICAL)
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mirror = VL_COMPOSITOR_MIRROR_VERTICAL;
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if (mirror == VL_COMPOSITOR_MIRROR_NONE)
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mirror = VL_COMPOSITOR_MIRROR_HORIZONTAL | VL_COMPOSITOR_MIRROR_VERTICAL;
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else
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mirror = VL_COMPOSITOR_MIRROR_HORIZONTAL;
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mirror = ~mirror;
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break;
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case VL_COMPOSITOR_ROTATE_270:
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m[0][1] = -1.0;
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@ -704,23 +706,21 @@ calc_proj(struct vl_compositor_layer *layer,
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m[0][2] = texture->width0;
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width = layer->sampler_views[0]->texture->height0;
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height = layer->sampler_views[0]->texture->width0;
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if (mirror != VL_COMPOSITOR_MIRROR_NONE)
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mirror = ~mirror;
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break;
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}
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switch (mirror) {
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default:
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case VL_COMPOSITOR_MIRROR_NONE:
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break;
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case VL_COMPOSITOR_MIRROR_HORIZONTAL:
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if (mirror & VL_COMPOSITOR_MIRROR_HORIZONTAL) {
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m[0][0] *= -1;
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m[0][1] *= -1;
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m[0][2] = texture->width0 - m[0][2];
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break;
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case VL_COMPOSITOR_MIRROR_VERTICAL:
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}
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if (mirror & VL_COMPOSITOR_MIRROR_VERTICAL) {
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m[1][0] *= -1;
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m[1][1] *= -1;
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m[1][2] = texture->height0 - m[1][2];
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break;
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}
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float scale_x = (width * (layer->src.br.x - layer->src.tl.x)) / layer->viewport.scale[0];
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