diff options
Diffstat (limited to 'src/gallium/drivers/softpipe/sp_tex_sample.c')
| -rw-r--r-- | src/gallium/drivers/softpipe/sp_tex_sample.c | 1229 | 
1 files changed, 1229 insertions, 0 deletions
| diff --git a/src/gallium/drivers/softpipe/sp_tex_sample.c b/src/gallium/drivers/softpipe/sp_tex_sample.c new file mode 100644 index 0000000000..32aa5025e4 --- /dev/null +++ b/src/gallium/drivers/softpipe/sp_tex_sample.c @@ -0,0 +1,1229 @@ +/************************************************************************** + *  + * 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 "sp_context.h" +#include "sp_headers.h" +#include "sp_surface.h" +#include "sp_texture.h" +#include "sp_tex_sample.h" +#include "sp_tile_cache.h" +#include "pipe/p_context.h" +#include "pipe/p_defines.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(const struct pipe_texture *tex, +               const struct pipe_sampler_state *sampler, +               const float s[QUAD_SIZE], +               const float t[QUAD_SIZE], +               const float p[QUAD_SIZE], +               float lodbias) +{ +   float rho, lambda; + +   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) * tex->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) * tex->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) * tex->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(const struct pipe_texture *texture, +                     const struct pipe_sampler_state *sampler, +                     const float s[QUAD_SIZE], +                     const float t[QUAD_SIZE], +                     const float p[QUAD_SIZE], +                     boolean computeLambda, +                     float lodbias, +                     unsigned *level0, unsigned *level1, float *levelBlend, +                     unsigned *imgFilter) +{ +   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(texture, 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; + +      if (computeLambda) +         /* fragment shader */ +         lambda = compute_lambda(texture, sampler, s, t, p, lodbias); +      else +         /* vertex shader */ +         lambda = lodbias; /* not really a bias, but absolute LOD */ + +      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 sp_tile_cache.c and merge with the + * sp_get_cached_tile_tex() function.  Also, get 4 texels instead of 1... + */ +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 sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler); +   struct softpipe_context *sp = samp->sp; +   const uint unit = samp->unit; +   const struct pipe_texture *texture = sp->texture[unit]; +   const struct pipe_sampler_state *sampler = sp->sampler[unit]; + +   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 int tx = x % TILE_SIZE; +      const int ty = y % TILE_SIZE; +      const struct softpipe_cached_tile *tile +         = sp_get_cached_tile_tex(sp, samp->cache, +                                  x, y, z, face, level); +      rgba[0][j] = tile->data.color[ty][tx][0]; +      rgba[1][j] = tile->data.color[ty][tx][1]; +      rgba[2][j] = tile->data.color[ty][tx][2]; +      rgba[3][j] = tile->data.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. + */ +static INLINE void +shadow_compare(uint compare_func, +               float rgba[NUM_CHANNELS][QUAD_SIZE], +               const float p[QUAD_SIZE], +               uint j) +{ +   int k; +   switch (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; +   } + +   rgba[0][j] = rgba[1][j] = rgba[2][j] = (float) k; +} + + +/** + * Common code for sampling 1D/2D/cube textures. + * Could probably extend for 3D... + */ +static void +sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler, +                         const float s[QUAD_SIZE], +                         const float t[QUAD_SIZE], +                         const float p[QUAD_SIZE], +                         boolean computeLambda, +                         float lodbias, +                         float rgba[NUM_CHANNELS][QUAD_SIZE], +                         const unsigned faces[4]) +{ +   const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler); +   const struct softpipe_context *sp = samp->sp; +   const uint unit = samp->unit; +   const struct pipe_texture *texture = sp->texture[unit]; +   const struct pipe_sampler_state *sampler = sp->sampler[unit]; +   const uint compare_func = sampler->compare_func; +   unsigned level0, level1, j, imgFilter; +   int width, height; +   float levelBlend; + +   choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, 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(compare_func, 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(compare_func, 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_compare(compare_func, tx, p, 0); +               shadow_compare(compare_func, tx, p, 1); +               shadow_compare(compare_func, tx, p, 2); +               shadow_compare(compare_func, tx, p, 3); +            } + +            /* 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]; +               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_compare(compare_func, tx, p, 0); +                  shadow_compare(compare_func, tx, p, 1); +                  shadow_compare(compare_func, tx, p, 2); +                  shadow_compare(compare_func, tx, p, 3); +               } + +               /* 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 +sp_get_samples_1d(const struct tgsi_sampler *sampler, +                  const float s[QUAD_SIZE], +                  const float t[QUAD_SIZE], +                  const float p[QUAD_SIZE], +                  boolean computeLambda, +                  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}; +   sp_get_samples_2d_common(sampler, s, tzero, NULL, +                            computeLambda, lodbias, rgba, faces); +} + + +static INLINE void +sp_get_samples_2d(const struct tgsi_sampler *sampler, +                  const float s[QUAD_SIZE], +                  const float t[QUAD_SIZE], +                  const float p[QUAD_SIZE], +                  boolean computeLambda, +                  float lodbias, +                  float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ +   static const unsigned faces[4] = {0, 0, 0, 0}; +   sp_get_samples_2d_common(sampler, s, t, p, +                            computeLambda, lodbias, rgba, faces); +} + + +static INLINE void +sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler, +                  const float s[QUAD_SIZE], +                  const float t[QUAD_SIZE], +                  const float p[QUAD_SIZE], +                  boolean computeLambda, +                  float lodbias, +                  float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ +   const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler); +   const struct softpipe_context *sp = samp->sp; +   const uint unit = samp->unit; +   const struct pipe_texture *texture = sp->texture[unit]; +   const struct pipe_sampler_state *sampler = sp->sampler[unit]; +   /* 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(texture, sampler, s, t, p, computeLambda, 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 +sp_get_samples_cube(const struct tgsi_sampler *sampler, +                    const float s[QUAD_SIZE], +                    const float t[QUAD_SIZE], +                    const float p[QUAD_SIZE], +                    boolean computeLambda, +                    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); +   } +   sp_get_samples_2d_common(sampler, ssss, tttt, NULL, +                            computeLambda, lodbias, rgba, faces); +} + + +static void +sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler, +                    const float s[QUAD_SIZE], +                    const float t[QUAD_SIZE], +                    const float p[QUAD_SIZE], +                    boolean computeLambda, +                    float lodbias, +                    float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ +   const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler); +   const struct softpipe_context *sp = samp->sp; +   const uint unit = samp->unit; +   const struct pipe_texture *texture = sp->texture[unit]; +   const struct pipe_sampler_state *sampler = sp->sampler[unit]; +   const uint face = 0; +   const uint compare_func = sampler->compare_func; +   unsigned level0, level1, j, imgFilter; +   int width, height; +   float levelBlend; + +   choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, 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(compare_func, 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_compare(compare_func, tx, p, 0); +               shadow_compare(compare_func, tx, p, 1); +               shadow_compare(compare_func, tx, p, 2); +               shadow_compare(compare_func, tx, p, 3); +            } +            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); +   } +} + + +/** + * Common code for vertex/fragment program texture sampling. + */ +static INLINE void +sp_get_samples(struct tgsi_sampler *tgsi_sampler, +               const float s[QUAD_SIZE], +               const float t[QUAD_SIZE], +               const float p[QUAD_SIZE], +               boolean computeLambda, +               float lodbias, +               float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ +   const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler); +   const struct softpipe_context *sp = samp->sp; +   const uint unit = samp->unit; +   const struct pipe_texture *texture = sp->texture[unit]; +   const struct pipe_sampler_state *sampler = sp->sampler[unit]; + +   if (!texture) +      return; + +   switch (texture->target) { +   case PIPE_TEXTURE_1D: +      assert(sampler->normalized_coords); +      sp_get_samples_1d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba); +      break; +   case PIPE_TEXTURE_2D: +      if (sampler->normalized_coords) +         sp_get_samples_2d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba); +      else +         sp_get_samples_rect(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba); +      break; +   case PIPE_TEXTURE_3D: +      assert(sampler->normalized_coords); +      sp_get_samples_3d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba); +      break; +   case PIPE_TEXTURE_CUBE: +      assert(sampler->normalized_coords); +      sp_get_samples_cube(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba); +      break; +   default: +      assert(0); +   } + +#if 0 /* DEBUG */ +   { +      int i; +      printf("Sampled at %f, %f, %f:\n", s[0], t[0], p[0]); +      for (i = 0; i < 4; i++) { +         printf("Frag %d: %f %f %f %f\n", i, +                rgba[0][i], +                rgba[1][i], +                rgba[2][i], +                rgba[3][i]); +      } +   } +#endif +} + + +/** + * Called via tgsi_sampler::get_samples() when running a fragment shader. + * Get four filtered RGBA values from the sampler's texture. + */ +void +sp_get_samples_fragment(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]) +{ +   sp_get_samples(tgsi_sampler, s, t, p, TRUE, lodbias, rgba); +} + + +/** + * Called via tgsi_sampler::get_samples() when running a vertex shader. + * Get four filtered RGBA values from the sampler's texture. + */ +void +sp_get_samples_vertex(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]) +{ +   sp_get_samples(tgsi_sampler, s, t, p, FALSE, lodbias, rgba); +} | 
