diff options
author | Brian <brian.paul@tungstengraphics.com> | 2008-02-04 16:06:51 -0700 |
---|---|---|
committer | Brian <brian.paul@tungstengraphics.com> | 2008-02-04 16:06:51 -0700 |
commit | efa8e03a6f3f7c27b019d20cca93bf7e624d7035 (patch) | |
tree | be47d67fcbaebdfd357d22cb92c3b27d99d7e6d6 | |
parent | 5068b573c417bdb317e1938585bebfe931bda049 (diff) |
Cell: texture sampler functions always return vector float now
Texture colors look the same now, regardless of X display/pixel format
-rw-r--r-- | src/mesa/pipe/cell/spu/spu_main.h | 2 | ||||
-rw-r--r-- | src/mesa/pipe/cell/spu/spu_texture.c | 19 | ||||
-rw-r--r-- | src/mesa/pipe/cell/spu/spu_texture.h | 4 | ||||
-rw-r--r-- | src/mesa/pipe/cell/spu/spu_tri.c | 36 |
4 files changed, 29 insertions, 32 deletions
diff --git a/src/mesa/pipe/cell/spu/spu_main.h b/src/mesa/pipe/cell/spu/spu_main.h index b22d563551..cfd4d72729 100644 --- a/src/mesa/pipe/cell/spu/spu_main.h +++ b/src/mesa/pipe/cell/spu/spu_main.h @@ -115,7 +115,7 @@ struct spu_global vector float tex_size; vector unsigned int tex_size_mask; /**< == int(size - 1) */ - uint (*sample_texture)(vector float texcoord); + vector float (*sample_texture)(vector float texcoord); } ALIGN16_ATTRIB; diff --git a/src/mesa/pipe/cell/spu/spu_texture.c b/src/mesa/pipe/cell/spu/spu_texture.c index ecacf2ec88..9ee2b45e24 100644 --- a/src/mesa/pipe/cell/spu/spu_texture.c +++ b/src/mesa/pipe/cell/spu/spu_texture.c @@ -130,7 +130,7 @@ get_tex_tile(vector unsigned int ij) * Get texture sample at texcoord. * XXX this is extremely primitive for now. */ -uint +vector float sample_texture_nearest(vector float texcoord) { vector float tc = spu_mul(texcoord, spu.tex_size); @@ -139,11 +139,11 @@ sample_texture_nearest(vector float texcoord) vector unsigned int ij = spu_and(itc, TILE_SIZE-1); /* intra tile addr */ uint pos = get_tex_tile(itc); uint texel = tex_tiles[pos].ui[spu_extract(ij, 1)][spu_extract(ij, 0)]; - return texel; + return spu_unpack_A8R8G8B8(texel); } -uint +vector float sample_texture_bilinear(vector float texcoord) { static const vector unsigned int offset10 = {1, 0, 0, 0}; @@ -183,10 +183,10 @@ sample_texture_bilinear(vector float texcoord) } /* get texels from tiles and convert to float[4] */ - vector float texel00 = spu_unpack_color(tex_tiles[pos00].ui[spu_extract(ij00, 1)][spu_extract(ij00, 0)]); - vector float texel01 = spu_unpack_color(tex_tiles[pos01].ui[spu_extract(ij01, 1)][spu_extract(ij01, 0)]); - vector float texel10 = spu_unpack_color(tex_tiles[pos10].ui[spu_extract(ij10, 1)][spu_extract(ij10, 0)]); - vector float texel11 = spu_unpack_color(tex_tiles[pos11].ui[spu_extract(ij11, 1)][spu_extract(ij11, 0)]); + vector float texel00 = spu_unpack_A8R8G8B8(tex_tiles[pos00].ui[spu_extract(ij00, 1)][spu_extract(ij00, 0)]); + vector float texel01 = spu_unpack_A8R8G8B8(tex_tiles[pos01].ui[spu_extract(ij01, 1)][spu_extract(ij01, 0)]); + vector float texel10 = spu_unpack_A8R8G8B8(tex_tiles[pos10].ui[spu_extract(ij10, 1)][spu_extract(ij10, 0)]); + vector float texel11 = spu_unpack_A8R8G8B8(tex_tiles[pos11].ui[spu_extract(ij11, 1)][spu_extract(ij11, 0)]); /* Compute weighting factors in [0,1] * Multiply texcoord by 1024, AND with 1023, convert back to float. @@ -213,8 +213,5 @@ sample_texture_bilinear(vector float texcoord) texel_sum = spu_add(texel_sum, texel10); texel_sum = spu_add(texel_sum, texel11); - /* convert to uint color */ - uint texel = spu_pack_R8G8B8A8(texel_sum); - - return texel; + return texel_sum; } diff --git a/src/mesa/pipe/cell/spu/spu_texture.h b/src/mesa/pipe/cell/spu/spu_texture.h index 0e000bfebf..95eb87080f 100644 --- a/src/mesa/pipe/cell/spu/spu_texture.h +++ b/src/mesa/pipe/cell/spu/spu_texture.h @@ -36,11 +36,11 @@ extern void invalidate_tex_cache(void); -extern uint +extern vector float sample_texture_nearest(vector float texcoord); -extern uint +extern vector float sample_texture_bilinear(vector float texcoord); diff --git a/src/mesa/pipe/cell/spu/spu_tri.c b/src/mesa/pipe/cell/spu/spu_tri.c index 89aaca9a72..4c6de56eda 100644 --- a/src/mesa/pipe/cell/spu/spu_tri.c +++ b/src/mesa/pipe/cell/spu/spu_tri.c @@ -301,6 +301,8 @@ emit_quad( int x, int y, mask_t mask ) if (spu_extract(spu_orx(mask), 0)) { const int ix = x - setup.cliprect_minx; const int iy = y - setup.cliprect_miny; + const vector unsigned char shuffle = spu.color_shuffle; + vector float colors[4]; spu.cur_ctile_status = TILE_STATUS_DIRTY; @@ -310,34 +312,32 @@ emit_quad( int x, int y, mask_t mask ) eval_coeff(2, (float) x, (float) y, texcoords); if (spu_extract(mask, 0)) - spu.ctile.ui[iy][ix] = spu.sample_texture(texcoords[0]); + colors[0] = spu.sample_texture(texcoords[0]); if (spu_extract(mask, 1)) - spu.ctile.ui[iy][ix+1] = spu.sample_texture(texcoords[1]); + colors[1] = spu.sample_texture(texcoords[1]); if (spu_extract(mask, 2)) - spu.ctile.ui[iy+1][ix] = spu.sample_texture(texcoords[2]); + colors[2] = spu.sample_texture(texcoords[2]); if (spu_extract(mask, 3)) - spu.ctile.ui[iy+1][ix+1] = spu.sample_texture(texcoords[3]); + colors[3] = spu.sample_texture(texcoords[3]); } else { /* simple shading */ - const vector unsigned char shuffle = spu.color_shuffle; - vector float colors[4]; eval_coeff(1, (float) x, (float) y, colors); + } -#if 0 - if (spu.blend.blend_enable) - blend_quad(ix % TILE_SIZE, iy % TILE_SIZE, colors); +#if 1 + if (spu.blend.blend_enable) + blend_quad(ix % TILE_SIZE, iy % TILE_SIZE, colors); #endif - if (spu_extract(mask, 0)) - spu.ctile.ui[iy][ix] = spu_pack_color_shuffle(colors[0], shuffle); - if (spu_extract(mask, 1)) - spu.ctile.ui[iy][ix+1] = spu_pack_color_shuffle(colors[1], shuffle); - if (spu_extract(mask, 2)) - spu.ctile.ui[iy+1][ix] = spu_pack_color_shuffle(colors[2], shuffle); - if (spu_extract(mask, 3)) - spu.ctile.ui[iy+1][ix+1] = spu_pack_color_shuffle(colors[3], shuffle); - } + if (spu_extract(mask, 0)) + spu.ctile.ui[iy][ix] = spu_pack_color_shuffle(colors[0], shuffle); + if (spu_extract(mask, 1)) + spu.ctile.ui[iy][ix+1] = spu_pack_color_shuffle(colors[1], shuffle); + if (spu_extract(mask, 2)) + spu.ctile.ui[iy+1][ix] = spu_pack_color_shuffle(colors[2], shuffle); + if (spu_extract(mask, 3)) + spu.ctile.ui[iy+1][ix+1] = spu_pack_color_shuffle(colors[3], shuffle); #if 0 /* SIMD_Z with swizzled color buffer (someday) */ |