Mercurial > sdl-ios-xcode
view src/video/ps3/SDL_ps3yuv.c @ 4165:3b8ac3d311a2 SDL-1.2
Hello.
This patch provides basic support for video on the Sony PS3
Linux framebuffer. Scaling, format-conversion, and drawing is
done from the SPEs, so there is little performance impact to
PPE applications. This is by no means production quality code,
but it is a very good start and a good example of how to use the
PS3's hardware capabilities to accelerate video playback on
the box.
The driver has been verified to work with ffplay, mplayer and xine.
This piece of software has been developed at the IBM R&D Lab
in Boeblingen, Germany and is now returned to the community.
Enjoy !
Signed-off-by: D.Herrendoerfer < d.herrendoerfer [at] de [dot] ibm [dot] com >
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 02 Apr 2009 04:06:55 +0000 |
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children |
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/* * SDL - Simple DirectMedia Layer * CELL BE Support for PS3 Framebuffer * Copyright (C) 2008, 2009 International Business Machines Corporation * * This library is free software; you can redistribute it and/or modify it * under the terms of the GNU Lesser General Public License as published * by the Free Software Foundation; either version 2.1 of the License, or * (at your option) any later version. * * This library is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 * USA * * Martin Lowinski <lowinski [at] de [dot] ibm [ibm] com> * Dirk Herrendoerfer <d.herrendoerfer [at] de [dot] ibm [dot] com> * SPE code based on research by: * Rene Becker * Thimo Emmerich */ #include "SDL_config.h" #include "SDL_video.h" #include "SDL_ps3video.h" #include "SDL_ps3yuv_c.h" #include "../SDL_yuvfuncs.h" #include "spulibs/spu_common.h" /* Stores the executable name */ extern spe_program_handle_t yuv2rgb_spu; extern spe_program_handle_t bilin_scaler_spu; int SPE_Start(_THIS, spu_data_t * spe_data); int SPE_Stop(_THIS, spu_data_t * spe_data); int SPE_Boot(_THIS, spu_data_t * spe_data); int SPE_Shutdown(_THIS, spu_data_t * spe_data); int SPE_SendMsg(_THIS, spu_data_t * spe_data, unsigned int msg); int SPE_WaitForMsg(_THIS, spu_data_t * spe_data, unsigned int msg); void SPE_RunContext(void *thread_argp); /* The functions used to manipulate software video overlays */ static struct private_yuvhwfuncs ps3_yuvfuncs = { PS3_LockYUVOverlay, PS3_UnlockYUVOverlay, PS3_DisplayYUVOverlay, PS3_FreeYUVOverlay }; struct private_yuvhwdata { SDL_Surface *display; SDL_Surface *stretch; volatile void * pixels __attribute__((aligned(128))); /* These are just so we don't have to allocate them separately */ Uint16 pitches[3]; Uint8 * planes[3]; unsigned int scale; /* Scaled YUV picture */ Uint8 * scaler_out __attribute__((aligned(128))); /* YUV2RGB converter data */ volatile struct yuv2rgb_parms_t * converter_parms __attribute__((aligned(128))); /* Scaler data */ volatile struct scale_parms_t * scaler_parms __attribute__((aligned(128))); Uint8 locked; }; SDL_Overlay *PS3_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface *display) { /* Only RGB packed pixel conversion supported */ if ((display->format->BytesPerPixel != 2) && (display->format->BytesPerPixel != 3) && (display->format->BytesPerPixel != 4)) { SDL_SetError ("Can't use YUV data on non 16/24/32 bit surfaces"); return NULL; } /* Double-check the requested format. We'll only support YV12 */ switch (format) { case SDL_IYUV_OVERLAY: case SDL_YV12_OVERLAY: /* Supported YUV format */ break; default: SDL_SetError("Unsupported YUV format"); return NULL; } SDL_Overlay* overlay; struct private_yuvhwdata* hwdata; /* Create the overlay structure */ overlay = (SDL_Overlay *) SDL_calloc(1, sizeof(SDL_Overlay)); if (overlay == NULL) { SDL_OutOfMemory(); return NULL; } SDL_memset(overlay, 0, (sizeof *overlay)); /* Set the basic attributes */ overlay->format = format; overlay->w = width; overlay->h = height; overlay->hwdata = NULL; /* Set up the PS3 YUV surface function structure */ overlay->hwfuncs = &ps3_yuvfuncs; /* Create the pixel data and lookup tables */ hwdata = (struct private_yuvhwdata *) SDL_calloc(1, sizeof(struct private_yuvhwdata)); if (hwdata == NULL) { SDL_OutOfMemory(); SDL_FreeYUVOverlay(overlay); return NULL; } overlay->hwdata = hwdata; hwdata->stretch = NULL; hwdata->display = display; /* Create SPU parms structure */ hwdata->converter_parms = (struct yuv2rgb_parms_t *) memalign(16, sizeof(struct yuv2rgb_parms_t)); hwdata->scaler_parms = (struct scale_parms_t *) memalign(16, sizeof(struct scale_parms_t)); if (hwdata->converter_parms == NULL || hwdata->scaler_parms == NULL) { SDL_FreeYUVOverlay(overlay); SDL_OutOfMemory(); return(NULL); } /* Set up the SPEs */ scaler_thread_data = (spu_data_t *) malloc(sizeof(spu_data_t)); converter_thread_data = (spu_data_t *) malloc(sizeof(spu_data_t)); if (converter_thread_data == NULL || scaler_thread_data == NULL) { SDL_FreeYUVOverlay(overlay); SDL_OutOfMemory(); return(NULL); } scaler_thread_data->program = bilin_scaler_spu; scaler_thread_data->program_name = "bilin_scaler_spu"; scaler_thread_data->keepalive = 0; scaler_thread_data->booted = 0; converter_thread_data->program = yuv2rgb_spu; converter_thread_data->program_name = "yuv2rgb_spu"; converter_thread_data->keepalive = 1; converter_thread_data->booted = 0; SPE_Start(this, converter_thread_data); hwdata->pixels = (Uint8 *) memalign(16, width * height + ((width * height) >> 1)); if (hwdata->pixels == NULL) { SDL_FreeYUVOverlay(overlay); SDL_OutOfMemory(); return(NULL); } /* Find the pitch and offset values for the overlay */ overlay->pitches = hwdata->pitches; overlay->pixels = hwdata->planes; switch (format) { case SDL_YV12_OVERLAY: case SDL_IYUV_OVERLAY: overlay->pitches[0] = overlay->w; overlay->pitches[1] = overlay->pitches[0] / 2; overlay->pitches[2] = overlay->pitches[0] / 2; overlay->pixels[0] = (Uint8 *)hwdata->pixels; overlay->pixels[1] = overlay->pixels[0] + overlay->pitches[0] * overlay->h; overlay->pixels[2] = overlay->pixels[1] + overlay->pitches[1] * overlay->h / 2; overlay->planes = 3; break; default: /* We should never get here (caught above) */ break; } /* We're all done.. */ return overlay; } int PS3_LockYUVOverlay(_THIS, SDL_Overlay *overlay) { if (overlay == NULL) { return -1; } overlay->hwdata->locked = 1; return 0; } void PS3_UnlockYUVOverlay(_THIS, SDL_Overlay *overlay) { if (overlay == NULL) { return; } overlay->hwdata->locked = 0; return; } int PS3_DisplayYUVOverlay(_THIS, SDL_Overlay *overlay, SDL_Rect *src, SDL_Rect *dst) { if ((overlay == NULL) || (overlay->hwdata == NULL)) { return -1; } Uint8 *lum, *Cr, *Cb; struct private_yuvhwdata *hwdata; SDL_Surface *display; hwdata = overlay->hwdata; display = hwdata->display; /* Do we have to scale? */ if ((src->w != dst->w) || (src->h != dst->h) ) { hwdata->scale = 1; deprintf(1, "[PS3] We need to scale\n"); } else { hwdata->scale = 0; deprintf(1, "[PS3] No scaling\n"); } /* Find out where the various portions of the image are */ switch (overlay->format) { case SDL_YV12_OVERLAY: lum = (Uint8 *)overlay->pixels[0]; Cr = (Uint8 *)overlay->pixels[1]; Cb = (Uint8 *)overlay->pixels[2]; break; case SDL_IYUV_OVERLAY: lum = (Uint8 *)overlay->pixels[0]; Cr = (Uint8 *)overlay->pixels[2]; Cb = (Uint8 *)overlay->pixels[1]; break; default: SDL_SetError("Unsupported YUV format in blit"); return -1; } if (hwdata->scale) { /* Alloc mem for scaled YUV picture */ hwdata->scaler_out = (Uint8 *) memalign(16, dst->w * dst->h + ((dst->w * dst->h) >> 1)); if (hwdata->scaler_out == NULL) { SDL_FreeYUVOverlay(overlay); SDL_OutOfMemory(); return -1; } /* Set parms for scaling */ hwdata->scaler_parms->src_pixel_width = src->w; hwdata->scaler_parms->src_pixel_height = src->h; hwdata->scaler_parms->dst_pixel_width = dst->w; hwdata->scaler_parms->dst_pixel_height = dst->h; hwdata->scaler_parms->y_plane = lum; hwdata->scaler_parms->v_plane = Cr; hwdata->scaler_parms->u_plane = Cb; hwdata->scaler_parms->dstBuffer = hwdata->scaler_out; scaler_thread_data->argp = (void *)hwdata->scaler_parms; /* Scale the YUV overlay to given size */ SPE_Start(this, scaler_thread_data); SPE_Stop(this, scaler_thread_data); /* Set parms for converting after scaling */ hwdata->converter_parms->y_plane = hwdata->scaler_out; hwdata->converter_parms->v_plane = hwdata->scaler_out + dst->w * dst->h; hwdata->converter_parms->u_plane = hwdata->scaler_out + dst->w * dst->h + ((dst->w * dst->h) >> 2); } else { /* Set parms for converting */ hwdata->converter_parms->y_plane = lum; hwdata->converter_parms->v_plane = Cr; hwdata->converter_parms->u_plane = Cb; } hwdata->converter_parms->src_pixel_width = dst->w; hwdata->converter_parms->src_pixel_height = dst->h; hwdata->converter_parms->dstBuffer = (Uint8 *) s_pixels; converter_thread_data->argp = (void *)hwdata->converter_parms; /* Convert YUV overlay to RGB */ SPE_SendMsg(this, converter_thread_data, SPU_START); SPE_SendMsg(this, converter_thread_data, (unsigned int)converter_thread_data->argp); /* Centering */ s_bounded_input_width = dst->w; s_bounded_input_height = dst->h; /* UpdateRects() will do the rest.. */ SDL_UpdateRects(display, 1, dst); if (hwdata->scale) SDL_free((void *)hwdata->scaler_out); return 0; } void PS3_FreeYUVOverlay(_THIS, SDL_Overlay *overlay) { if (overlay == NULL) { return; } if (overlay->hwdata == NULL) { return; } struct private_yuvhwdata * hwdata; hwdata = overlay->hwdata; if (scaler_thread_data) SDL_free(scaler_thread_data); if (converter_thread_data) { SPE_Shutdown(this, converter_thread_data); SDL_free(converter_thread_data); } if (hwdata) { if (hwdata->pixels) SDL_free((void *)hwdata->pixels); SDL_free(hwdata); } return; }