diff options
author | Nicolai Hähnle <nhaehnle@gmail.com> | 2009-09-21 13:26:50 +0200 |
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committer | Nicolai Hähnle <nhaehnle@gmail.com> | 2009-09-21 13:26:50 +0200 |
commit | 81c7561d9d3faf70ac22c6a5f3fbea18f53eed92 (patch) | |
tree | 5ec097e0e1fe99804104d3a56923c16edf1533aa /src/gallium/drivers/llvmpipe/lp_tex_sample_c.c | |
parent | f02f63997ce65530788a6dfcb28f11790a14d938 (diff) | |
parent | 3083ba38f4c884b32cd0460607b5064b6b7008d2 (diff) |
Merge branch 'master' into r300-compiler
There were additional non-textual conflicts.
Conflicts:
src/gallium/drivers/r300/r300_tgsi_to_rc.c
src/mesa/drivers/dri/r300/compiler/r3xx_vertprog.c
src/mesa/drivers/dri/r300/compiler/radeon_program.c
src/mesa/drivers/dri/r300/compiler/radeon_program_alu.c
Diffstat (limited to 'src/gallium/drivers/llvmpipe/lp_tex_sample_c.c')
-rw-r--r-- | src/gallium/drivers/llvmpipe/lp_tex_sample_c.c | 1713 |
1 files changed, 1713 insertions, 0 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_tex_sample_c.c b/src/gallium/drivers/llvmpipe/lp_tex_sample_c.c new file mode 100644 index 0000000000..a1365a045f --- /dev/null +++ b/src/gallium/drivers/llvmpipe/lp_tex_sample_c.c @@ -0,0 +1,1713 @@ +/************************************************************************** + * + * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. + * All Rights Reserved. + * Copyright 2008 VMware, Inc. All rights reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the + * "Software"), to deal in the Software without restriction, including + * without limitation the rights to use, copy, modify, merge, publish, + * distribute, sub license, and/or sell copies of the Software, and to + * permit persons to whom the Software is furnished to do so, subject to + * the following conditions: + * + * The above copyright notice and this permission notice (including the + * next paragraph) shall be included in all copies or substantial portions + * of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. + * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR + * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE + * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + **************************************************************************/ + +/** + * Texture sampling + * + * Authors: + * Brian Paul + */ + +#include "lp_context.h" +#include "lp_quad.h" +#include "lp_surface.h" +#include "lp_texture.h" +#include "lp_tex_sample.h" +#include "lp_tex_cache.h" +#include "pipe/p_context.h" +#include "pipe/p_defines.h" +#include "pipe/p_shader_tokens.h" +#include "util/u_math.h" +#include "util/u_memory.h" + + + +/* + * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes + * see 1-pixel bands of improperly weighted linear-filtered textures. + * The tests/texwrap.c demo is a good test. + * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0. + * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x). + */ +#define FRAC(f) ((f) - util_ifloor(f)) + + +/** + * Linear interpolation macro + */ +static INLINE float +lerp(float a, float v0, float v1) +{ + return v0 + a * (v1 - v0); +} + + +/** + * Do 2D/biliner interpolation of float values. + * v00, v10, v01 and v11 are typically four texture samples in a square/box. + * a and b are the horizontal and vertical interpolants. + * It's important that this function is inlined when compiled with + * optimization! If we find that's not true on some systems, convert + * to a macro. + */ +static INLINE float +lerp_2d(float a, float b, + float v00, float v10, float v01, float v11) +{ + const float temp0 = lerp(a, v00, v10); + const float temp1 = lerp(a, v01, v11); + return lerp(b, temp0, temp1); +} + + +/** + * As above, but 3D interpolation of 8 values. + */ +static INLINE float +lerp_3d(float a, float b, float c, + float v000, float v100, float v010, float v110, + float v001, float v101, float v011, float v111) +{ + const float temp0 = lerp_2d(a, b, v000, v100, v010, v110); + const float temp1 = lerp_2d(a, b, v001, v101, v011, v111); + return lerp(c, temp0, temp1); +} + + + +/** + * If A is a signed integer, A % B doesn't give the right value for A < 0 + * (in terms of texture repeat). Just casting to unsigned fixes that. + */ +#define REMAINDER(A, B) ((unsigned) (A) % (unsigned) (B)) + + +/** + * Apply texture coord wrapping mode and return integer texture indexes + * for a vector of four texcoords (S or T or P). + * \param wrapMode PIPE_TEX_WRAP_x + * \param s the incoming texcoords + * \param size the texture image size + * \param icoord returns the integer texcoords + * \return integer texture index + */ +static INLINE void +nearest_texcoord_4(unsigned wrapMode, const float s[4], unsigned size, + int icoord[4]) +{ + uint ch; + switch (wrapMode) { + case PIPE_TEX_WRAP_REPEAT: + /* s limited to [0,1) */ + /* i limited to [0,size-1] */ + for (ch = 0; ch < 4; ch++) { + int i = util_ifloor(s[ch] * size); + icoord[ch] = REMAINDER(i, size); + } + return; + case PIPE_TEX_WRAP_CLAMP: + /* s limited to [0,1] */ + /* i limited to [0,size-1] */ + for (ch = 0; ch < 4; ch++) { + if (s[ch] <= 0.0F) + icoord[ch] = 0; + else if (s[ch] >= 1.0F) + icoord[ch] = size - 1; + else + icoord[ch] = util_ifloor(s[ch] * size); + } + return; + case PIPE_TEX_WRAP_CLAMP_TO_EDGE: + { + /* s limited to [min,max] */ + /* i limited to [0, size-1] */ + const float min = 1.0F / (2.0F * size); + const float max = 1.0F - min; + for (ch = 0; ch < 4; ch++) { + if (s[ch] < min) + icoord[ch] = 0; + else if (s[ch] > max) + icoord[ch] = size - 1; + else + icoord[ch] = util_ifloor(s[ch] * size); + } + } + return; + case PIPE_TEX_WRAP_CLAMP_TO_BORDER: + { + /* s limited to [min,max] */ + /* i limited to [-1, size] */ + const float min = -1.0F / (2.0F * size); + const float max = 1.0F - min; + for (ch = 0; ch < 4; ch++) { + if (s[ch] <= min) + icoord[ch] = -1; + else if (s[ch] >= max) + icoord[ch] = size; + else + icoord[ch] = util_ifloor(s[ch] * size); + } + } + return; + case PIPE_TEX_WRAP_MIRROR_REPEAT: + { + const float min = 1.0F / (2.0F * size); + const float max = 1.0F - min; + for (ch = 0; ch < 4; ch++) { + const int flr = util_ifloor(s[ch]); + float u; + if (flr & 1) + u = 1.0F - (s[ch] - (float) flr); + else + u = s[ch] - (float) flr; + if (u < min) + icoord[ch] = 0; + else if (u > max) + icoord[ch] = size - 1; + else + icoord[ch] = util_ifloor(u * size); + } + } + return; + case PIPE_TEX_WRAP_MIRROR_CLAMP: + for (ch = 0; ch < 4; ch++) { + /* s limited to [0,1] */ + /* i limited to [0,size-1] */ + const float u = fabsf(s[ch]); + if (u <= 0.0F) + icoord[ch] = 0; + else if (u >= 1.0F) + icoord[ch] = size - 1; + else + icoord[ch] = util_ifloor(u * size); + } + return; + case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE: + { + /* s limited to [min,max] */ + /* i limited to [0, size-1] */ + const float min = 1.0F / (2.0F * size); + const float max = 1.0F - min; + for (ch = 0; ch < 4; ch++) { + const float u = fabsf(s[ch]); + if (u < min) + icoord[ch] = 0; + else if (u > max) + icoord[ch] = size - 1; + else + icoord[ch] = util_ifloor(u * size); + } + } + return; + case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: + { + /* s limited to [min,max] */ + /* i limited to [0, size-1] */ + const float min = -1.0F / (2.0F * size); + const float max = 1.0F - min; + for (ch = 0; ch < 4; ch++) { + const float u = fabsf(s[ch]); + if (u < min) + icoord[ch] = -1; + else if (u > max) + icoord[ch] = size; + else + icoord[ch] = util_ifloor(u * size); + } + } + return; + default: + assert(0); + } +} + + +/** + * Used to compute texel locations for linear sampling for four texcoords. + * \param wrapMode PIPE_TEX_WRAP_x + * \param s the texcoords + * \param size the texture image size + * \param icoord0 returns first texture indexes + * \param icoord1 returns second texture indexes (usually icoord0 + 1) + * \param w returns blend factor/weight between texture indexes + * \param icoord returns the computed integer texture coords + */ +static INLINE void +linear_texcoord_4(unsigned wrapMode, const float s[4], unsigned size, + int icoord0[4], int icoord1[4], float w[4]) +{ + uint ch; + + switch (wrapMode) { + case PIPE_TEX_WRAP_REPEAT: + for (ch = 0; ch < 4; ch++) { + float u = s[ch] * size - 0.5F; + icoord0[ch] = REMAINDER(util_ifloor(u), size); + icoord1[ch] = REMAINDER(icoord0[ch] + 1, size); + w[ch] = FRAC(u); + } + break;; + case PIPE_TEX_WRAP_CLAMP: + for (ch = 0; ch < 4; ch++) { + float u = CLAMP(s[ch], 0.0F, 1.0F); + u = u * size - 0.5f; + icoord0[ch] = util_ifloor(u); + icoord1[ch] = icoord0[ch] + 1; + w[ch] = FRAC(u); + } + break;; + case PIPE_TEX_WRAP_CLAMP_TO_EDGE: + for (ch = 0; ch < 4; ch++) { + float u = CLAMP(s[ch], 0.0F, 1.0F); + u = u * size - 0.5f; + icoord0[ch] = util_ifloor(u); + icoord1[ch] = icoord0[ch] + 1; + if (icoord0[ch] < 0) + icoord0[ch] = 0; + if (icoord1[ch] >= (int) size) + icoord1[ch] = size - 1; + w[ch] = FRAC(u); + } + break;; + case PIPE_TEX_WRAP_CLAMP_TO_BORDER: + { + const float min = -1.0F / (2.0F * size); + const float max = 1.0F - min; + for (ch = 0; ch < 4; ch++) { + float u = CLAMP(s[ch], min, max); + u = u * size - 0.5f; + icoord0[ch] = util_ifloor(u); + icoord1[ch] = icoord0[ch] + 1; + w[ch] = FRAC(u); + } + } + break;; + case PIPE_TEX_WRAP_MIRROR_REPEAT: + for (ch = 0; ch < 4; ch++) { + const int flr = util_ifloor(s[ch]); + float u; + if (flr & 1) + u = 1.0F - (s[ch] - (float) flr); + else + u = s[ch] - (float) flr; + u = u * size - 0.5F; + icoord0[ch] = util_ifloor(u); + icoord1[ch] = icoord0[ch] + 1; + if (icoord0[ch] < 0) + icoord0[ch] = 0; + if (icoord1[ch] >= (int) size) + icoord1[ch] = size - 1; + w[ch] = FRAC(u); + } + break;; + case PIPE_TEX_WRAP_MIRROR_CLAMP: + for (ch = 0; ch < 4; ch++) { + float u = fabsf(s[ch]); + if (u >= 1.0F) + u = (float) size; + else + u *= size; + u -= 0.5F; + icoord0[ch] = util_ifloor(u); + icoord1[ch] = icoord0[ch] + 1; + w[ch] = FRAC(u); + } + break;; + case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE: + for (ch = 0; ch < 4; ch++) { + float u = fabsf(s[ch]); + if (u >= 1.0F) + u = (float) size; + else + u *= size; + u -= 0.5F; + icoord0[ch] = util_ifloor(u); + icoord1[ch] = icoord0[ch] + 1; + if (icoord0[ch] < 0) + icoord0[ch] = 0; + if (icoord1[ch] >= (int) size) + icoord1[ch] = size - 1; + w[ch] = FRAC(u); + } + break;; + case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: + { + const float min = -1.0F / (2.0F * size); + const float max = 1.0F - min; + for (ch = 0; ch < 4; ch++) { + float u = fabsf(s[ch]); + if (u <= min) + u = min * size; + else if (u >= max) + u = max * size; + else + u *= size; + u -= 0.5F; + icoord0[ch] = util_ifloor(u); + icoord1[ch] = icoord0[ch] + 1; + w[ch] = FRAC(u); + } + } + break;; + default: + assert(0); + } +} + + +/** + * For RECT textures / unnormalized texcoords + * Only a subset of wrap modes supported. + */ +static INLINE void +nearest_texcoord_unnorm_4(unsigned wrapMode, const float s[4], unsigned size, + int icoord[4]) +{ + uint ch; + switch (wrapMode) { + case PIPE_TEX_WRAP_CLAMP: + for (ch = 0; ch < 4; ch++) { + int i = util_ifloor(s[ch]); + icoord[ch]= CLAMP(i, 0, (int) size-1); + } + return; + case PIPE_TEX_WRAP_CLAMP_TO_EDGE: + /* fall-through */ + case PIPE_TEX_WRAP_CLAMP_TO_BORDER: + for (ch = 0; ch < 4; ch++) { + icoord[ch]= util_ifloor( CLAMP(s[ch], 0.5F, (float) size - 0.5F) ); + } + return; + default: + assert(0); + } +} + + +/** + * For RECT textures / unnormalized texcoords. + * Only a subset of wrap modes supported. + */ +static INLINE void +linear_texcoord_unnorm_4(unsigned wrapMode, const float s[4], unsigned size, + int icoord0[4], int icoord1[4], float w[4]) +{ + uint ch; + switch (wrapMode) { + case PIPE_TEX_WRAP_CLAMP: + for (ch = 0; ch < 4; ch++) { + /* Not exactly what the spec says, but it matches NVIDIA output */ + float u = CLAMP(s[ch] - 0.5F, 0.0f, (float) size - 1.0f); + icoord0[ch] = util_ifloor(u); + icoord1[ch] = icoord0[ch] + 1; + w[ch] = FRAC(u); + } + return; + case PIPE_TEX_WRAP_CLAMP_TO_EDGE: + /* fall-through */ + case PIPE_TEX_WRAP_CLAMP_TO_BORDER: + for (ch = 0; ch < 4; ch++) { + float u = CLAMP(s[ch], 0.5F, (float) size - 0.5F); + u -= 0.5F; + icoord0[ch] = util_ifloor(u); + icoord1[ch] = icoord0[ch] + 1; + if (icoord1[ch] > (int) size - 1) + icoord1[ch] = size - 1; + w[ch] = FRAC(u); + } + break; + default: + assert(0); + } +} + + +static unsigned +choose_cube_face(float rx, float ry, float rz, float *newS, float *newT) +{ + /* + major axis + direction target sc tc ma + ---------- ------------------------------- --- --- --- + +rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx + -rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx + +ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry + -ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry + +rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz + -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz + */ + const float arx = fabsf(rx), ary = fabsf(ry), arz = fabsf(rz); + unsigned face; + float sc, tc, ma; + + if (arx > ary && arx > arz) { + if (rx >= 0.0F) { + face = PIPE_TEX_FACE_POS_X; + sc = -rz; + tc = -ry; + ma = arx; + } + else { + face = PIPE_TEX_FACE_NEG_X; + sc = rz; + tc = -ry; + ma = arx; + } + } + else if (ary > arx && ary > arz) { + if (ry >= 0.0F) { + face = PIPE_TEX_FACE_POS_Y; + sc = rx; + tc = rz; + ma = ary; + } + else { + face = PIPE_TEX_FACE_NEG_Y; + sc = rx; + tc = -rz; + ma = ary; + } + } + else { + if (rz > 0.0F) { + face = PIPE_TEX_FACE_POS_Z; + sc = rx; + tc = -ry; + ma = arz; + } + else { + face = PIPE_TEX_FACE_NEG_Z; + sc = -rx; + tc = -ry; + ma = arz; + } + } + + *newS = ( sc / ma + 1.0F ) * 0.5F; + *newT = ( tc / ma + 1.0F ) * 0.5F; + + return face; +} + + +/** + * Examine the quad's texture coordinates to compute the partial + * derivatives w.r.t X and Y, then compute lambda (level of detail). + * + * This is only done for fragment shaders, not vertex shaders. + */ +static float +compute_lambda(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias) +{ + const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + const struct pipe_texture *texture = samp->texture; + const struct pipe_sampler_state *sampler = samp->sampler; + float rho, lambda; + + if (samp->processor == TGSI_PROCESSOR_VERTEX) + return lodbias; + + assert(sampler->normalized_coords); + + assert(s); + { + float dsdx = s[QUAD_BOTTOM_RIGHT] - s[QUAD_BOTTOM_LEFT]; + float dsdy = s[QUAD_TOP_LEFT] - s[QUAD_BOTTOM_LEFT]; + dsdx = fabsf(dsdx); + dsdy = fabsf(dsdy); + rho = MAX2(dsdx, dsdy) * texture->width[0]; + } + if (t) { + float dtdx = t[QUAD_BOTTOM_RIGHT] - t[QUAD_BOTTOM_LEFT]; + float dtdy = t[QUAD_TOP_LEFT] - t[QUAD_BOTTOM_LEFT]; + float max; + dtdx = fabsf(dtdx); + dtdy = fabsf(dtdy); + max = MAX2(dtdx, dtdy) * texture->height[0]; + rho = MAX2(rho, max); + } + if (p) { + float dpdx = p[QUAD_BOTTOM_RIGHT] - p[QUAD_BOTTOM_LEFT]; + float dpdy = p[QUAD_TOP_LEFT] - p[QUAD_BOTTOM_LEFT]; + float max; + dpdx = fabsf(dpdx); + dpdy = fabsf(dpdy); + max = MAX2(dpdx, dpdy) * texture->depth[0]; + rho = MAX2(rho, max); + } + + lambda = util_fast_log2(rho); + lambda += lodbias + sampler->lod_bias; + lambda = CLAMP(lambda, sampler->min_lod, sampler->max_lod); + + return lambda; +} + + +/** + * Do several things here: + * 1. Compute lambda from the texcoords, if needed + * 2. Determine if we're minifying or magnifying + * 3. If minifying, choose mipmap levels + * 4. Return image filter to use within mipmap images + * \param level0 Returns first mipmap level to sample from + * \param level1 Returns second mipmap level to sample from + * \param levelBlend Returns blend factor between levels, in [0,1] + * \param imgFilter Returns either the min or mag filter, depending on lambda + */ +static void +choose_mipmap_levels(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + unsigned *level0, unsigned *level1, float *levelBlend, + unsigned *imgFilter) +{ + const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + const struct pipe_texture *texture = samp->texture; + const struct pipe_sampler_state *sampler = samp->sampler; + + if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) { + /* no mipmap selection needed */ + *level0 = *level1 = CLAMP((int) sampler->min_lod, + 0, (int) texture->last_level); + + if (sampler->min_img_filter != sampler->mag_img_filter) { + /* non-mipmapped texture, but still need to determine if doing + * minification or magnification. + */ + float lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias); + if (lambda <= 0.0) { + *imgFilter = sampler->mag_img_filter; + } + else { + *imgFilter = sampler->min_img_filter; + } + } + else { + *imgFilter = sampler->mag_img_filter; + } + } + else { + float lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias); + + if (lambda <= 0.0) { /* XXX threshold depends on the filter */ + /* magnifying */ + *imgFilter = sampler->mag_img_filter; + *level0 = *level1 = 0; + } + else { + /* minifying */ + *imgFilter = sampler->min_img_filter; + + /* choose mipmap level(s) and compute the blend factor between them */ + if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NEAREST) { + /* Nearest mipmap level */ + const int lvl = (int) (lambda + 0.5); + *level0 = + *level1 = CLAMP(lvl, 0, (int) texture->last_level); + } + else { + /* Linear interpolation between mipmap levels */ + const int lvl = (int) lambda; + *level0 = CLAMP(lvl, 0, (int) texture->last_level); + *level1 = CLAMP(lvl + 1, 0, (int) texture->last_level); + *levelBlend = FRAC(lambda); /* blending weight between levels */ + } + } + } +} + + +/** + * Get a texel from a texture, using the texture tile cache. + * + * \param face the cube face in 0..5 + * \param level the mipmap level + * \param x the x coord of texel within 2D image + * \param y the y coord of texel within 2D image + * \param z which slice of a 3D texture + * \param rgba the quad to put the texel/color into + * \param j which element of the rgba quad to write to + * + * XXX maybe move this into lp_tile_cache.c and merge with the + * lp_get_cached_tile_tex() function. Also, get 4 texels instead of 1... + */ +static void +get_texel_quad_2d(const struct tgsi_sampler *tgsi_sampler, + unsigned face, unsigned level, int x, int y, + const uint8_t *out[4]) +{ + const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + + const struct llvmpipe_cached_tex_tile *tile + = lp_get_cached_tex_tile(samp->cache, + tex_tile_address(x, y, 0, face, level)); + + y %= TEX_TILE_SIZE; + x %= TEX_TILE_SIZE; + + out[0] = &tile->color[y ][x ][0]; + out[1] = &tile->color[y ][x+1][0]; + out[2] = &tile->color[y+1][x ][0]; + out[3] = &tile->color[y+1][x+1][0]; +} + +static INLINE const uint8_t * +get_texel_2d_ptr(const struct tgsi_sampler *tgsi_sampler, + unsigned face, unsigned level, int x, int y) +{ + const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + + const struct llvmpipe_cached_tex_tile *tile + = lp_get_cached_tex_tile(samp->cache, + tex_tile_address(x, y, 0, face, level)); + + y %= TEX_TILE_SIZE; + x %= TEX_TILE_SIZE; + + return &tile->color[y][x][0]; +} + + +static void +get_texel_quad_2d_mt(const struct tgsi_sampler *tgsi_sampler, + unsigned face, unsigned level, + int x0, int y0, + int x1, int y1, + const uint8_t *out[4]) +{ + unsigned i; + + for (i = 0; i < 4; i++) { + unsigned tx = (i & 1) ? x1 : x0; + unsigned ty = (i >> 1) ? y1 : y0; + + out[i] = get_texel_2d_ptr( tgsi_sampler, face, level, tx, ty ); + } +} + +static void +get_texel(const struct tgsi_sampler *tgsi_sampler, + unsigned face, unsigned level, int x, int y, int z, + float rgba[NUM_CHANNELS][QUAD_SIZE], unsigned j) +{ + const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + const struct pipe_texture *texture = samp->texture; + const struct pipe_sampler_state *sampler = samp->sampler; + + if (x < 0 || x >= (int) texture->width[level] || + y < 0 || y >= (int) texture->height[level] || + z < 0 || z >= (int) texture->depth[level]) { + rgba[0][j] = sampler->border_color[0]; + rgba[1][j] = sampler->border_color[1]; + rgba[2][j] = sampler->border_color[2]; + rgba[3][j] = sampler->border_color[3]; + } + else { + const unsigned tx = x % TEX_TILE_SIZE; + const unsigned ty = y % TEX_TILE_SIZE; + const struct llvmpipe_cached_tex_tile *tile; + + tile = lp_get_cached_tex_tile(samp->cache, + tex_tile_address(x, y, z, face, level)); + + rgba[0][j] = ubyte_to_float(tile->color[ty][tx][0]); + rgba[1][j] = ubyte_to_float(tile->color[ty][tx][1]); + rgba[2][j] = ubyte_to_float(tile->color[ty][tx][2]); + rgba[3][j] = ubyte_to_float(tile->color[ty][tx][3]); + if (0) + { + debug_printf("Get texel %f %f %f %f from %s\n", + rgba[0][j], rgba[1][j], rgba[2][j], rgba[3][j], + pf_name(texture->format)); + } + } +} + + +/** + * Compare texcoord 'p' (aka R) against texture value 'rgba[0]' + * When we sampled the depth texture, the depth value was put into all + * RGBA channels. We look at the red channel here. + * \param rgba quad of (depth) texel values + * \param p texture 'P' components for four pixels in quad + * \param j which pixel in the quad to test [0..3] + */ +static INLINE void +shadow_compare(const struct pipe_sampler_state *sampler, + float rgba[NUM_CHANNELS][QUAD_SIZE], + const float p[QUAD_SIZE], + uint j) +{ + int k; + switch (sampler->compare_func) { + case PIPE_FUNC_LESS: + k = p[j] < rgba[0][j]; + break; + case PIPE_FUNC_LEQUAL: + k = p[j] <= rgba[0][j]; + break; + case PIPE_FUNC_GREATER: + k = p[j] > rgba[0][j]; + break; + case PIPE_FUNC_GEQUAL: + k = p[j] >= rgba[0][j]; + break; + case PIPE_FUNC_EQUAL: + k = p[j] == rgba[0][j]; + break; + case PIPE_FUNC_NOTEQUAL: + k = p[j] != rgba[0][j]; + break; + case PIPE_FUNC_ALWAYS: + k = 1; + break; + case PIPE_FUNC_NEVER: + k = 0; + break; + default: + k = 0; + assert(0); + break; + } + + /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */ + rgba[0][j] = rgba[1][j] = rgba[2][j] = (float) k; + rgba[3][j] = 1.0F; +} + + +/** + * As above, but do four z/texture comparisons. + */ +static INLINE void +shadow_compare4(const struct pipe_sampler_state *sampler, + float rgba[NUM_CHANNELS][QUAD_SIZE], + const float p[QUAD_SIZE]) +{ + int j, k0, k1, k2, k3; + float val; + + /* compare four texcoords vs. four texture samples */ + switch (sampler->compare_func) { + case PIPE_FUNC_LESS: + k0 = p[0] < rgba[0][0]; + k1 = p[1] < rgba[0][1]; + k2 = p[2] < rgba[0][2]; + k3 = p[3] < rgba[0][3]; + break; + case PIPE_FUNC_LEQUAL: + k0 = p[0] <= rgba[0][0]; + k1 = p[1] <= rgba[0][1]; + k2 = p[2] <= rgba[0][2]; + k3 = p[3] <= rgba[0][3]; + break; + case PIPE_FUNC_GREATER: + k0 = p[0] > rgba[0][0]; + k1 = p[1] > rgba[0][1]; + k2 = p[2] > rgba[0][2]; + k3 = p[3] > rgba[0][3]; + break; + case PIPE_FUNC_GEQUAL: + k0 = p[0] >= rgba[0][0]; + k1 = p[1] >= rgba[0][1]; + k2 = p[2] >= rgba[0][2]; + k3 = p[3] >= rgba[0][3]; + break; + case PIPE_FUNC_EQUAL: + k0 = p[0] == rgba[0][0]; + k1 = p[1] == rgba[0][1]; + k2 = p[2] == rgba[0][2]; + k3 = p[3] == rgba[0][3]; + break; + case PIPE_FUNC_NOTEQUAL: + k0 = p[0] != rgba[0][0]; + k1 = p[1] != rgba[0][1]; + k2 = p[2] != rgba[0][2]; + k3 = p[3] != rgba[0][3]; + break; + case PIPE_FUNC_ALWAYS: + k0 = k1 = k2 = k3 = 1; + break; + case PIPE_FUNC_NEVER: + k0 = k1 = k2 = k3 = 0; + break; + default: + k0 = k1 = k2 = k3 = 0; + assert(0); + break; + } + + /* convert four pass/fail values to an intensity in [0,1] */ + val = 0.25F * (k0 + k1 + k2 + k3); + + /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */ + for (j = 0; j < 4; j++) { + rgba[0][j] = rgba[1][j] = rgba[2][j] = val; + rgba[3][j] = 1.0F; + } +} + + + +static void +lp_get_samples_2d_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + unsigned j; + unsigned level = samp->level; + unsigned xpot = 1 << (samp->xpot - level); + unsigned ypot = 1 << (samp->ypot - level); + unsigned xmax = (xpot - 1) & (TEX_TILE_SIZE - 1); /* MIN2(TEX_TILE_SIZE, xpot) - 1; */ + unsigned ymax = (ypot - 1) & (TEX_TILE_SIZE - 1); /* MIN2(TEX_TILE_SIZE, ypot) - 1; */ + + for (j = 0; j < QUAD_SIZE; j++) { + int c; + + float u = s[j] * xpot - 0.5F; + float v = t[j] * ypot - 0.5F; + + int uflr = util_ifloor(u); + int vflr = util_ifloor(v); + + float xw = u - (float)uflr; + float yw = v - (float)vflr; + + int x0 = uflr & (xpot - 1); + int y0 = vflr & (ypot - 1); + + const uint8_t *tx[4]; + + + /* Can we fetch all four at once: + */ + if (x0 < xmax && y0 < ymax) + { + get_texel_quad_2d(tgsi_sampler, 0, level, x0, y0, tx); + } + else + { + unsigned x1 = (x0 + 1) & (xpot - 1); + unsigned y1 = (y0 + 1) & (ypot - 1); + get_texel_quad_2d_mt(tgsi_sampler, 0, level, + x0, y0, x1, y1, tx); + } + + + /* interpolate R, G, B, A */ + for (c = 0; c < 4; c++) { + rgba[c][j] = lerp_2d(xw, yw, + ubyte_to_float(tx[0][c]), ubyte_to_float(tx[1][c]), + ubyte_to_float(tx[2][c]), ubyte_to_float(tx[3][c])); + } + } +} + + +static void +lp_get_samples_2d_nearest_repeat_POT(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + unsigned j; + unsigned level = samp->level; + unsigned xpot = 1 << (samp->xpot - level); + unsigned ypot = 1 << (samp->ypot - level); + + for (j = 0; j < QUAD_SIZE; j++) { + int c; + + float u = s[j] * xpot; + float v = t[j] * ypot; + + int uflr = util_ifloor(u); + int vflr = util_ifloor(v); + + int x0 = uflr & (xpot - 1); + int y0 = vflr & (ypot - 1); + + const uint8_t *out = get_texel_2d_ptr(tgsi_sampler, 0, level, x0, y0); + + for (c = 0; c < 4; c++) { + rgba[c][j] = ubyte_to_float(out[c]); + } + } +} + + +static void +lp_get_samples_2d_nearest_clamp_POT(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + unsigned j; + unsigned level = samp->level; + unsigned xpot = 1 << (samp->xpot - level); + unsigned ypot = 1 << (samp->ypot - level); + + for (j = 0; j < QUAD_SIZE; j++) { + int c; + + float u = s[j] * xpot; + float v = t[j] * ypot; + + int x0, y0; + const uint8_t *out; + + x0 = util_ifloor(u); + if (x0 < 0) + x0 = 0; + else if (x0 > xpot - 1) + x0 = xpot - 1; + + y0 = util_ifloor(v); + if (y0 < 0) + y0 = 0; + else if (y0 > ypot - 1) + y0 = ypot - 1; + + out = get_texel_2d_ptr(tgsi_sampler, 0, level, x0, y0); + + for (c = 0; c < 4; c++) { + rgba[c][j] = ubyte_to_float(out[c]); + } + } +} + + +static void +lp_get_samples_2d_linear_mip_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + const struct pipe_texture *texture = samp->texture; + int level0; + float lambda; + + lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias); + level0 = (int)lambda; + + if (lambda < 0.0) { + samp->level = 0; + lp_get_samples_2d_linear_repeat_POT( tgsi_sampler, + s, t, p, 0, rgba ); + } + else if (level0 >= texture->last_level) { + samp->level = texture->last_level; + lp_get_samples_2d_linear_repeat_POT( tgsi_sampler, + s, t, p, 0, rgba ); + } + else { + float levelBlend = lambda - level0; + float rgba0[4][4]; + float rgba1[4][4]; + int c,j; + + samp->level = level0; + lp_get_samples_2d_linear_repeat_POT( tgsi_sampler, + s, t, p, 0, rgba0 ); + + samp->level = level0+1; + lp_get_samples_2d_linear_repeat_POT( tgsi_sampler, + s, t, p, 0, rgba1 ); + + for (j = 0; j < QUAD_SIZE; j++) { + for (c = 0; c < 4; c++) { + rgba[c][j] = lerp(levelBlend, rgba0[c][j], rgba1[c][j]); + } + } + } +} + +/** + * Common code for sampling 1D/2D/cube textures. + * Could probably extend for 3D... + */ +static void +lp_get_samples_2d_common(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE], + const unsigned faces[4]) +{ + const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + const struct pipe_texture *texture = samp->texture; + const struct pipe_sampler_state *sampler = samp->sampler; + unsigned level0, level1, j, imgFilter; + int width, height; + float levelBlend; + + choose_mipmap_levels(tgsi_sampler, s, t, p, + lodbias, + &level0, &level1, &levelBlend, &imgFilter); + + assert(sampler->normalized_coords); + + width = texture->width[level0]; + height = texture->height[level0]; + + assert(width > 0); + + switch (imgFilter) { + case PIPE_TEX_FILTER_NEAREST: + { + int x[4], y[4]; + nearest_texcoord_4(sampler->wrap_s, s, width, x); + nearest_texcoord_4(sampler->wrap_t, t, height, y); + + for (j = 0; j < QUAD_SIZE; j++) { + get_texel(tgsi_sampler, faces[j], level0, x[j], y[j], 0, rgba, j); + if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { + shadow_compare(sampler, rgba, p, j); + } + + if (level0 != level1) { + /* get texels from second mipmap level and blend */ + float rgba2[4][4]; + unsigned c; + x[j] /= 2; + y[j] /= 2; + get_texel(tgsi_sampler, faces[j], level1, x[j], y[j], 0, + rgba2, j); + if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){ + shadow_compare(sampler, rgba2, p, j); + } + + for (c = 0; c < NUM_CHANNELS; c++) { + rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]); + } + } + } + } + break; + case PIPE_TEX_FILTER_LINEAR: + case PIPE_TEX_FILTER_ANISO: + { + int x0[4], y0[4], x1[4], y1[4]; + float xw[4], yw[4]; /* weights */ + + linear_texcoord_4(sampler->wrap_s, s, width, x0, x1, xw); + linear_texcoord_4(sampler->wrap_t, t, height, y0, y1, yw); + + for (j = 0; j < QUAD_SIZE; j++) { + float tx[4][4]; /* texels */ + int c; + get_texel(tgsi_sampler, faces[j], level0, x0[j], y0[j], 0, tx, 0); + get_texel(tgsi_sampler, faces[j], level0, x1[j], y0[j], 0, tx, 1); + get_texel(tgsi_sampler, faces[j], level0, x0[j], y1[j], 0, tx, 2); + get_texel(tgsi_sampler, faces[j], level0, x1[j], y1[j], 0, tx, 3); + if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { + shadow_compare4(sampler, tx, p); + } + + /* interpolate R, G, B, A */ + for (c = 0; c < 4; c++) { + rgba[c][j] = lerp_2d(xw[j], yw[j], + tx[c][0], tx[c][1], + tx[c][2], tx[c][3]); + } + + if (level0 != level1) { + /* get texels from second mipmap level and blend */ + float rgba2[4][4]; + + /* XXX: This is incorrect -- will often end up with (x0 + * == x1 && y0 == y1), meaning that we fetch the same + * texel four times and linearly interpolate between + * identical values. The correct approach would be to + * call linear_texcoord again for the second level. + */ + x0[j] /= 2; + y0[j] /= 2; + x1[j] /= 2; + y1[j] /= 2; + get_texel(tgsi_sampler, faces[j], level1, x0[j], y0[j], 0, tx, 0); + get_texel(tgsi_sampler, faces[j], level1, x1[j], y0[j], 0, tx, 1); + get_texel(tgsi_sampler, faces[j], level1, x0[j], y1[j], 0, tx, 2); + get_texel(tgsi_sampler, faces[j], level1, x1[j], y1[j], 0, tx, 3); + if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){ + shadow_compare4(sampler, tx, p); + } + + /* interpolate R, G, B, A */ + for (c = 0; c < 4; c++) { + rgba2[c][j] = lerp_2d(xw[j], yw[j], + tx[c][0], tx[c][1], tx[c][2], tx[c][3]); + } + + for (c = 0; c < NUM_CHANNELS; c++) { + rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]); + } + } + } + } + break; + default: + assert(0); + } +} + + +static INLINE void +lp_get_samples_1d(struct tgsi_sampler *sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + static const unsigned faces[4] = {0, 0, 0, 0}; + static const float tzero[4] = {0, 0, 0, 0}; + lp_get_samples_2d_common(sampler, s, tzero, NULL, + lodbias, rgba, faces); +} + + +static INLINE void +lp_get_samples_2d(struct tgsi_sampler *sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + static const unsigned faces[4] = {0, 0, 0, 0}; + lp_get_samples_2d_common(sampler, s, t, p, + lodbias, rgba, faces); +} + + +static INLINE void +lp_get_samples_3d(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + const struct pipe_texture *texture = samp->texture; + const struct pipe_sampler_state *sampler = samp->sampler; + /* get/map pipe_surfaces corresponding to 3D tex slices */ + unsigned level0, level1, j, imgFilter; + int width, height, depth; + float levelBlend; + const uint face = 0; + + choose_mipmap_levels(tgsi_sampler, s, t, p, + lodbias, + &level0, &level1, &levelBlend, &imgFilter); + + assert(sampler->normalized_coords); + + width = texture->width[level0]; + height = texture->height[level0]; + depth = texture->depth[level0]; + + assert(width > 0); + assert(height > 0); + assert(depth > 0); + + switch (imgFilter) { + case PIPE_TEX_FILTER_NEAREST: + { + int x[4], y[4], z[4]; + nearest_texcoord_4(sampler->wrap_s, s, width, x); + nearest_texcoord_4(sampler->wrap_t, t, height, y); + nearest_texcoord_4(sampler->wrap_r, p, depth, z); + for (j = 0; j < QUAD_SIZE; j++) { + get_texel(tgsi_sampler, face, level0, x[j], y[j], z[j], rgba, j); + if (level0 != level1) { + /* get texels from second mipmap level and blend */ + float rgba2[4][4]; + unsigned c; + x[j] /= 2; + y[j] /= 2; + z[j] /= 2; + get_texel(tgsi_sampler, face, level1, x[j], y[j], z[j], rgba2, j); + for (c = 0; c < NUM_CHANNELS; c++) { + rgba[c][j] = lerp(levelBlend, rgba2[c][j], rgba[c][j]); + } + } + } + } + break; + case PIPE_TEX_FILTER_LINEAR: + case PIPE_TEX_FILTER_ANISO: + { + int x0[4], x1[4], y0[4], y1[4], z0[4], z1[4]; + float xw[4], yw[4], zw[4]; /* interpolation weights */ + linear_texcoord_4(sampler->wrap_s, s, width, x0, x1, xw); + linear_texcoord_4(sampler->wrap_t, t, height, y0, y1, yw); + linear_texcoord_4(sampler->wrap_r, p, depth, z0, z1, zw); + + for (j = 0; j < QUAD_SIZE; j++) { + int c; + float tx0[4][4], tx1[4][4]; + get_texel(tgsi_sampler, face, level0, x0[j], y0[j], z0[j], tx0, 0); + get_texel(tgsi_sampler, face, level0, x1[j], y0[j], z0[j], tx0, 1); + get_texel(tgsi_sampler, face, level0, x0[j], y1[j], z0[j], tx0, 2); + get_texel(tgsi_sampler, face, level0, x1[j], y1[j], z0[j], tx0, 3); + get_texel(tgsi_sampler, face, level0, x0[j], y0[j], z1[j], tx1, 0); + get_texel(tgsi_sampler, face, level0, x1[j], y0[j], z1[j], tx1, 1); + get_texel(tgsi_sampler, face, level0, x0[j], y1[j], z1[j], tx1, 2); + get_texel(tgsi_sampler, face, level0, x1[j], y1[j], z1[j], tx1, 3); + + /* interpolate R, G, B, A */ + for (c = 0; c < 4; c++) { + rgba[c][j] = lerp_3d(xw[j], yw[j], zw[j], + tx0[c][0], tx0[c][1], + tx0[c][2], tx0[c][3], + tx1[c][0], tx1[c][1], + tx1[c][2], tx1[c][3]); + } + + if (level0 != level1) { + /* get texels from second mipmap level and blend */ + float rgba2[4][4]; + x0[j] /= 2; + y0[j] /= 2; + z0[j] /= 2; + x1[j] /= 2; + y1[j] /= 2; + z1[j] /= 2; + get_texel(tgsi_sampler, face, level1, x0[j], y0[j], z0[j], tx0, 0); + get_texel(tgsi_sampler, face, level1, x1[j], y0[j], z0[j], tx0, 1); + get_texel(tgsi_sampler, face, level1, x0[j], y1[j], z0[j], tx0, 2); + get_texel(tgsi_sampler, face, level1, x1[j], y1[j], z0[j], tx0, 3); + get_texel(tgsi_sampler, face, level1, x0[j], y0[j], z1[j], tx1, 0); + get_texel(tgsi_sampler, face, level1, x1[j], y0[j], z1[j], tx1, 1); + get_texel(tgsi_sampler, face, level1, x0[j], y1[j], z1[j], tx1, 2); + get_texel(tgsi_sampler, face, level1, x1[j], y1[j], z1[j], tx1, 3); + + /* interpolate R, G, B, A */ + for (c = 0; c < 4; c++) { + rgba2[c][j] = lerp_3d(xw[j], yw[j], zw[j], + tx0[c][0], tx0[c][1], + tx0[c][2], tx0[c][3], + tx1[c][0], tx1[c][1], + tx1[c][2], tx1[c][3]); + } + + /* blend mipmap levels */ + for (c = 0; c < NUM_CHANNELS; c++) { + rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]); + } + } + } + } + break; + default: + assert(0); + } +} + + +static void +lp_get_samples_cube(struct tgsi_sampler *sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + unsigned faces[QUAD_SIZE], j; + float ssss[4], tttt[4]; + for (j = 0; j < QUAD_SIZE; j++) { + faces[j] = choose_cube_face(s[j], t[j], p[j], ssss + j, tttt + j); + } + lp_get_samples_2d_common(sampler, ssss, tttt, NULL, + lodbias, rgba, faces); +} + + +static void +lp_get_samples_rect(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + const struct pipe_texture *texture = samp->texture; + const struct pipe_sampler_state *sampler = samp->sampler; + const uint face = 0; + unsigned level0, level1, j, imgFilter; + int width, height; + float levelBlend; + + choose_mipmap_levels(tgsi_sampler, s, t, p, + lodbias, + &level0, &level1, &levelBlend, &imgFilter); + + /* texture RECTS cannot be mipmapped */ + assert(level0 == level1); + + width = texture->width[level0]; + height = texture->height[level0]; + + assert(width > 0); + + switch (imgFilter) { + case PIPE_TEX_FILTER_NEAREST: + { + int x[4], y[4]; + nearest_texcoord_unnorm_4(sampler->wrap_s, s, width, x); + nearest_texcoord_unnorm_4(sampler->wrap_t, t, height, y); + for (j = 0; j < QUAD_SIZE; j++) { + get_texel(tgsi_sampler, face, level0, x[j], y[j], 0, rgba, j); + if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { + shadow_compare(sampler, rgba, p, j); + } + } + } + break; + case PIPE_TEX_FILTER_LINEAR: + case PIPE_TEX_FILTER_ANISO: + { + int x0[4], y0[4], x1[4], y1[4]; + float xw[4], yw[4]; /* weights */ + linear_texcoord_unnorm_4(sampler->wrap_s, s, width, x0, x1, xw); + linear_texcoord_unnorm_4(sampler->wrap_t, t, height, y0, y1, yw); + for (j = 0; j < QUAD_SIZE; j++) { + float tx[4][4]; /* texels */ + int c; + get_texel(tgsi_sampler, face, level0, x0[j], y0[j], 0, tx, 0); + get_texel(tgsi_sampler, face, level0, x1[j], y0[j], 0, tx, 1); + get_texel(tgsi_sampler, face, level0, x0[j], y1[j], 0, tx, 2); + get_texel(tgsi_sampler, face, level0, x1[j], y1[j], 0, tx, 3); + if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { + shadow_compare4(sampler, tx, p); + } + for (c = 0; c < 4; c++) { + rgba[c][j] = lerp_2d(xw[j], yw[j], + tx[c][0], tx[c][1], tx[c][2], tx[c][3]); + } + } + } + break; + default: + assert(0); + } +} + + +/** + * Error condition handler + */ +static INLINE void +lp_get_samples_null(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + int i,j; + + for (i = 0; i < 4; i++) + for (j = 0; j < 4; j++) + rgba[i][j] = 1.0; +} + +/** + * Called via tgsi_sampler::get_samples() when using a sampler for the + * first time. Determine the actual sampler function, link it in and + * call it. + */ +void +lp_get_samples(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler); + const struct pipe_texture *texture = samp->texture; + const struct pipe_sampler_state *sampler = samp->sampler; + + /* Default to the 'undefined' case: + */ + tgsi_sampler->get_samples = lp_get_samples_null; + + if (!texture) { + assert(0); /* is this legal?? */ + goto out; + } + + if (!sampler->normalized_coords) { + assert (texture->target == PIPE_TEXTURE_2D); + tgsi_sampler->get_samples = lp_get_samples_rect; + goto out; + } + + switch (texture->target) { + case PIPE_TEXTURE_1D: + tgsi_sampler->get_samples = lp_get_samples_1d; + break; + case PIPE_TEXTURE_2D: + tgsi_sampler->get_samples = lp_get_samples_2d; + break; + case PIPE_TEXTURE_3D: + tgsi_sampler->get_samples = lp_get_samples_3d; + break; + case PIPE_TEXTURE_CUBE: + tgsi_sampler->get_samples = lp_get_samples_cube; + break; + default: + assert(0); + break; + } + + /* Do this elsewhere: + */ + samp->xpot = util_unsigned_logbase2( samp->texture->width[0] ); + samp->ypot = util_unsigned_logbase2( samp->texture->height[0] ); + + /* Try to hook in a faster sampler. Ultimately we'll have to + * code-generate these. Luckily most of this looks like it is + * orthogonal state within the sampler. + */ + if (texture->target == PIPE_TEXTURE_2D && + sampler->min_img_filter == sampler->mag_img_filter && + sampler->wrap_s == sampler->wrap_t && + sampler->compare_mode == FALSE && + sampler->normalized_coords) + { + if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) { + samp->level = CLAMP((int) sampler->min_lod, + 0, (int) texture->last_level); + + if (sampler->wrap_s == PIPE_TEX_WRAP_REPEAT) { + switch (sampler->min_img_filter) { + case PIPE_TEX_FILTER_NEAREST: + tgsi_sampler->get_samples = lp_get_samples_2d_nearest_repeat_POT; + break; + case PIPE_TEX_FILTER_LINEAR: + tgsi_sampler->get_samples = lp_get_samples_2d_linear_repeat_POT; + break; + default: + break; + } + } + else if (sampler->wrap_s == PIPE_TEX_WRAP_CLAMP) { + switch (sampler->min_img_filter) { + case PIPE_TEX_FILTER_NEAREST: + tgsi_sampler->get_samples = lp_get_samples_2d_nearest_clamp_POT; + break; + default: + break; + } + } + } + else if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_LINEAR) { + if (sampler->wrap_s == PIPE_TEX_WRAP_REPEAT) { + switch (sampler->min_img_filter) { + case PIPE_TEX_FILTER_LINEAR: + tgsi_sampler->get_samples = lp_get_samples_2d_linear_mip_linear_repeat_POT; + break; + default: + break; + } + } + } + } + else if (0) { + _debug_printf("target %d/%d min_mip %d/%d min_img %d/%d wrap %d/%d compare %d/%d norm %d/%d\n", + texture->target, PIPE_TEXTURE_2D, + sampler->min_mip_filter, PIPE_TEX_MIPFILTER_NONE, + sampler->min_img_filter, sampler->mag_img_filter, + sampler->wrap_s, sampler->wrap_t, + sampler->compare_mode, FALSE, + sampler->normalized_coords, TRUE); + } + +out: + tgsi_sampler->get_samples( tgsi_sampler, s, t, p, lodbias, rgba ); +} + + +void PIPE_CDECL +lp_fetch_texel_soa( struct tgsi_sampler **samplers, + uint32_t unit, + float *store ) +{ + struct tgsi_sampler *sampler = samplers[unit]; + +#if 0 + uint j; + + debug_printf("%s sampler: %p (%p) store: %p\n", + __FUNCTION__, + sampler, *sampler, + store ); + + debug_printf("lodbias %f\n", store[12]); + + for (j = 0; j < 4; j++) + debug_printf("sample %d texcoord %f %f\n", + j, + store[0+j], + store[4+j]); +#endif + + { + float rgba[NUM_CHANNELS][QUAD_SIZE]; + sampler->get_samples(sampler, + &store[0], + &store[4], + &store[8], + 0.0f, /*store[12], lodbias */ + rgba); + memcpy(store, rgba, sizeof rgba); + } + +#if 0 + for (j = 0; j < 4; j++) + debug_printf("sample %d result %f %f %f %f\n", + j, + store[0+j], + store[4+j], + store[8+j], + store[12+j]); +#endif +} + + +#include "lp_bld_type.h" +#include "lp_bld_intr.h" +#include "lp_bld_tgsi.h" + + +struct lp_c_sampler_soa +{ + struct lp_build_sampler_soa base; + + LLVMValueRef context_ptr; + + LLVMValueRef samplers_ptr; + + /** Coords/texels store */ + LLVMValueRef store_ptr; +}; + + +static void +lp_c_sampler_soa_destroy(struct lp_build_sampler_soa *sampler) +{ + FREE(sampler); +} + + +static void +lp_c_sampler_soa_emit_fetch_texel(struct lp_build_sampler_soa *_sampler, + LLVMBuilderRef builder, + struct lp_type type, + unsigned unit, + unsigned num_coords, + const LLVMValueRef *coords, + LLVMValueRef lodbias, + LLVMValueRef *texel) +{ + struct lp_c_sampler_soa *sampler = (struct lp_c_sampler_soa *)_sampler; + LLVMTypeRef vec_type = LLVMTypeOf(coords[0]); + LLVMValueRef args[3]; + unsigned i; + + if(!sampler->samplers_ptr) + sampler->samplers_ptr = lp_jit_context_samplers(builder, sampler->context_ptr); + + if(!sampler->store_ptr) + sampler->store_ptr = LLVMBuildArrayAlloca(builder, + vec_type, + LLVMConstInt(LLVMInt32Type(), 4, 0), + "texel_store"); + + for (i = 0; i < num_coords; i++) { + LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), i, 0); + LLVMValueRef coord_ptr = LLVMBuildGEP(builder, sampler->store_ptr, &index, 1, ""); + LLVMBuildStore(builder, coords[i], coord_ptr); + } + + args[0] = sampler->samplers_ptr; + args[1] = LLVMConstInt(LLVMInt32Type(), unit, 0); + args[2] = sampler->store_ptr; + + lp_build_intrinsic(builder, "fetch_texel", LLVMVoidType(), args, 3); + + for (i = 0; i < NUM_CHANNELS; ++i) { + LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), i, 0); + LLVMValueRef texel_ptr = LLVMBuildGEP(builder, sampler->store_ptr, &index, 1, ""); + texel[i] = LLVMBuildLoad(builder, texel_ptr, ""); + } +} + + +struct lp_build_sampler_soa * +lp_c_sampler_soa_create(LLVMValueRef context_ptr) +{ + struct lp_c_sampler_soa *sampler; + + sampler = CALLOC_STRUCT(lp_c_sampler_soa); + if(!sampler) + return NULL; + + sampler->base.destroy = lp_c_sampler_soa_destroy; + sampler->base.emit_fetch_texel = lp_c_sampler_soa_emit_fetch_texel; + sampler->context_ptr = context_ptr; + + return &sampler->base; +} + |