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fix(linux/vulkan): preserve host aspect ratio in encoder output (#5130)
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@@ -3,6 +3,7 @@
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* @brief Vulkan-native encoder: DMA-BUF -> Vulkan compute (RGB->YUV) -> Vulkan Video encode.
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* No EGL/GL dependency — all GPU work stays in a single Vulkan queue.
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*/
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#include <algorithm>
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#include <array>
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#include <cstdint>
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#include <drm_fourcc.h>
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@@ -113,7 +114,9 @@ namespace vk {
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std::array<float, 2> range_uv;
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std::array<int32_t, 2> src_offset;
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std::array<int32_t, 2> src_size;
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std::array<int32_t, 2> dst_offset;
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std::array<int32_t, 2> dst_size;
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std::array<int32_t, 2> dst_full_size;
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std::array<int32_t, 2> cursor_pos;
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std::array<int32_t, 2> cursor_size;
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int32_t y_invert;
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@@ -284,20 +287,34 @@ namespace vk {
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descriptors_dirty = false;
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}
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// Preserve aspect ratio: fit src into dst, center with black bars.
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// UV plane is subsampled 2x, so keep effective size and offset even.
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float scalar = std::min((float) frame->width / width, (float) frame->height / height);
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int32_t eff_w = std::min<int32_t>(((int32_t) (width * scalar)) & ~1, frame->width & ~1);
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int32_t eff_h = std::min<int32_t>(((int32_t) (height * scalar)) & ~1, frame->height & ~1);
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int32_t dst_off_x = ((frame->width - eff_w) / 2) & ~1;
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int32_t dst_off_y = ((frame->height - eff_h) / 2) & ~1;
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eff_w = std::min(eff_w, (frame->width - dst_off_x) & ~1);
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eff_h = std::min(eff_h, (frame->height - dst_off_y) & ~1);
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// Fill push constants
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push.src_offset[0] = offset_x;
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push.src_offset[1] = offset_y;
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push.src_size[0] = width;
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push.src_size[1] = height;
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push.dst_size[0] = frame->width;
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push.dst_size[1] = frame->height;
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push.dst_offset[0] = dst_off_x;
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push.dst_offset[1] = dst_off_y;
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push.dst_size[0] = eff_w;
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push.dst_size[1] = eff_h;
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push.dst_full_size[0] = frame->width;
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push.dst_full_size[1] = frame->height;
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push.y_invert = descriptor.y_invert ? 1 : 0;
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if (descriptor.data) {
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float scale_x = (float) frame->width / width;
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float scale_y = (float) frame->height / height;
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push.cursor_pos[0] = (int32_t) ((descriptor.x - offset_x) * scale_x);
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push.cursor_pos[1] = (int32_t) ((descriptor.y - offset_y) * scale_y);
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float scale_x = (float) eff_w / width;
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float scale_y = (float) eff_h / height;
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push.cursor_pos[0] = (int32_t) ((descriptor.x - offset_x) * scale_x) + dst_off_x;
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push.cursor_pos[1] = (int32_t) ((descriptor.y - offset_y) * scale_y) + dst_off_y;
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push.cursor_size[0] = (int32_t) (descriptor.width * scale_x);
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push.cursor_size[1] = (int32_t) (descriptor.height * scale_y);
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} else {
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@@ -15,7 +15,9 @@ layout(push_constant) uniform PushConstants {
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vec2 range_uv;
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ivec2 src_offset;
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ivec2 src_size;
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ivec2 dst_size;
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ivec2 dst_offset; // top-left of the aspect-preserved viewport
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ivec2 dst_size; // effective viewport (src after aspect-fit)
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ivec2 dst_full_size; // full encoder frame size
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ivec2 cursor_pos;
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ivec2 cursor_size; // w=0 means no cursor
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int y_invert;
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@@ -32,13 +34,27 @@ vec3 blend_cursor(vec3 rgb, ivec2 pos) {
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void main() {
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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if (pos.x >= pc.dst_size.x || pos.y >= pc.dst_size.y)
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if (pos.x >= pc.dst_full_size.x || pos.y >= pc.dst_full_size.y)
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return;
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ivec2 d = pos - pc.dst_offset;
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if (d.x < 0 || d.y < 0 || d.x >= pc.dst_size.x || d.y >= pc.dst_size.y) {
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// Outside the aspect-fit viewport: write encoded black.
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// Use the same conversion formula as RGB=(0,0,0), where the dot product
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// is zero and the encoded value is color_vec_*.w adjusted by range_*.
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float y_black = pc.color_vec_y.w * pc.range_y.x + pc.range_y.y;
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float u_black = pc.color_vec_u.w * pc.range_uv.x + pc.range_uv.y;
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float v_black = pc.color_vec_v.w * pc.range_uv.x + pc.range_uv.y;
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imageStore(y_out, pos, vec4(y_black, 0, 0, 0));
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if ((pos.x & 1) == 0 && (pos.y & 1) == 0)
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imageStore(uv_out, pos >> 1, vec4(u_black, v_black, 0, 0));
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return;
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}
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vec2 inv_tex = 1.0 / vec2(textureSize(rgb_in, 0));
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vec2 scale = vec2(pc.src_size) / vec2(pc.dst_size);
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vec2 uv = (vec2(pc.src_offset) + (vec2(pos) + 0.5) * scale) * inv_tex;
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vec2 uv = (vec2(pc.src_offset) + (vec2(d) + 0.5) * scale) * inv_tex;
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if (pc.y_invert != 0)
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uv.y = 1.0 - uv.y;
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vec3 rgb = texture(rgb_in, uv).rgb;
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