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authorBrian Paul <brianp@vmware.com>2010-03-11 15:29:11 -0700
committerBrian Paul <brianp@vmware.com>2010-03-11 15:37:35 -0700
commit9ffdc78d1a308bb21a8627abb7bfc9da8abd2f81 (patch)
tree837dac24ecdd27a67c7f2a83cfa303247042284b
parent26ae4aab6a7d833cc9c95d70ebe4ee5ba597f591 (diff)
softpipe: tighten up the code in sample_cube()
-rw-r--r--src/gallium/drivers/softpipe/sp_tex_sample.c100
1 files changed, 38 insertions, 62 deletions
diff --git a/src/gallium/drivers/softpipe/sp_tex_sample.c b/src/gallium/drivers/softpipe/sp_tex_sample.c
index ef7ccf4189..1ce21b6ca0 100644
--- a/src/gallium/drivers/softpipe/sp_tex_sample.c
+++ b/src/gallium/drivers/softpipe/sp_tex_sample.c
@@ -1614,7 +1614,6 @@ sample_cube(struct tgsi_sampler *tgsi_sampler,
struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
unsigned j;
float ssss[4], tttt[4];
- unsigned face;
/*
major axis
@@ -1628,7 +1627,8 @@ sample_cube(struct tgsi_sampler *tgsi_sampler,
-rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz
*/
- /* First choose the cube face.
+ /* Choose the cube face and compute new s/t coords for the 2D face.
+ *
* Use the same cube face for all four pixels in the quad.
*
* This isn't ideal, but if we want to use a different cube face
@@ -1648,84 +1648,60 @@ sample_cube(struct tgsi_sampler *tgsi_sampler,
if (arx >= ary && arx >= arz) {
if (rx >= 0.0F) {
- face = PIPE_TEX_FACE_POS_X;
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const float ima = 1.0 / fabsf(s[j]);
+ ssss[j] = (-p[j] * ima + 1.0F) * 0.5F;
+ tttt[j] = (-t[j] * ima + 1.0F) * 0.5F;
+ samp->faces[j] = PIPE_TEX_FACE_POS_X;
+ }
}
else {
- face = PIPE_TEX_FACE_NEG_X;
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const float ima = 1.0 / fabsf(s[j]);
+ ssss[j] = ( p[j] * ima + 1.0F) * 0.5F;
+ tttt[j] = (-t[j] * ima + 1.0F) * 0.5F;
+ samp->faces[j] = PIPE_TEX_FACE_NEG_X;
+ }
}
}
else if (ary >= arx && ary >= arz) {
if (ry >= 0.0F) {
- face = PIPE_TEX_FACE_POS_Y;
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const float ima = 1.0 / fabsf(t[j]);
+ ssss[j] = (s[j] * ima + 1.0F) * 0.5F;
+ tttt[j] = (p[j] * ima + 1.0F) * 0.5F;
+ samp->faces[j] = PIPE_TEX_FACE_POS_Y;
+ }
}
else {
- face = PIPE_TEX_FACE_NEG_Y;
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const float ima = 1.0 / fabsf(t[j]);
+ ssss[j] = ( s[j] * ima + 1.0F) * 0.5F;
+ tttt[j] = (-p[j] * ima + 1.0F) * 0.5F;
+ samp->faces[j] = PIPE_TEX_FACE_NEG_Y;
+ }
}
}
else {
if (rz > 0.0F) {
- face = PIPE_TEX_FACE_POS_Z;
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const float ima = 1.0 / fabsf(p[j]);
+ ssss[j] = ( s[j] * ima + 1.0F) * 0.5F;
+ tttt[j] = (-t[j] * ima + 1.0F) * 0.5F;
+ samp->faces[j] = PIPE_TEX_FACE_POS_Z;
+ }
}
else {
- face = PIPE_TEX_FACE_NEG_Z;
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const float ima = 1.0 / fabsf(p[j]);
+ ssss[j] = (-s[j] * ima + 1.0F) * 0.5F;
+ tttt[j] = (-t[j] * ima + 1.0F) * 0.5F;
+ samp->faces[j] = PIPE_TEX_FACE_NEG_Z;
+ }
}
}
}
- /* Now compute the 2D _face_ texture coords from the
- * 3D _cube_ texture coords.
- */
- for (j = 0; j < QUAD_SIZE; j++) {
- const float rx = s[j], ry = t[j], rz = p[j];
- const float arx = fabsf(rx), ary = fabsf(ry), arz = fabsf(rz);
- float sc, tc, ma;
-
- switch (face) {
- case PIPE_TEX_FACE_POS_X:
- sc = -rz;
- tc = -ry;
- ma = arx;
- break;
- case PIPE_TEX_FACE_NEG_X:
- sc = rz;
- tc = -ry;
- ma = arx;
- break;
- case PIPE_TEX_FACE_POS_Y:
- sc = rx;
- tc = rz;
- ma = ary;
- break;
- case PIPE_TEX_FACE_NEG_Y:
- sc = rx;
- tc = -rz;
- ma = ary;
- break;
- case PIPE_TEX_FACE_POS_Z:
- sc = rx;
- tc = -ry;
- ma = arz;
- break;
- case PIPE_TEX_FACE_NEG_Z:
- sc = -rx;
- tc = -ry;
- ma = arz;
- break;
- default:
- assert(0 && "bad cube face");
- sc = 0.0F;
- tc = 0.0F;
- ma = 0.0F;
- }
-
- {
- const float ima = 1.0 / ma;
- ssss[j] = ( sc * ima + 1.0F ) * 0.5F;
- tttt[j] = ( tc * ima + 1.0F ) * 0.5F;
- samp->faces[j] = face;
- }
- }
-
/* In our little pipeline, the compare stage is next. If compare
* is not active, this will point somewhere deeper into the
* pipeline, eg. to mip_filter or even img_filter.