diff options
Diffstat (limited to 'src/mesa/swrast/s_texfilter.c')
-rw-r--r-- | src/mesa/swrast/s_texfilter.c | 1109 |
1 files changed, 484 insertions, 625 deletions
diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c index a095b255ab..6b1f934647 100644 --- a/src/mesa/swrast/s_texfilter.c +++ b/src/mesa/swrast/s_texfilter.c @@ -43,18 +43,11 @@ #define FRAC(f) ((f) - IFLOOR(f)) -/** - * Constants for integer linear interpolation. - */ -#define ILERP_SCALE 65536.0F -#define ILERP_SHIFT 16 - /** - * Linear interpolation macros + * Linear interpolation macro */ #define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) ) -#define ILERP(IT, A, B) ( (A) + (((IT) * ((B) - (A))) >> ILERP_SHIFT) ) /** @@ -76,21 +69,6 @@ lerp_2d(GLfloat a, GLfloat b, /** - * Do 2D/biliner interpolation of integer values. - * \sa lerp_2d - */ -static INLINE GLint -ilerp_2d(GLint ia, GLint ib, - GLint v00, GLint v10, GLint v01, GLint v11) -{ - /* fixed point interpolants in [0, ILERP_SCALE] */ - const GLint temp0 = ILERP(ia, v00, v10); - const GLint temp1 = ILERP(ia, v01, v11); - return ILERP(ib, temp0, temp1); -} - - -/** * Do 3D/trilinear interpolation of float values. * \sa lerp_2d */ @@ -110,50 +88,15 @@ lerp_3d(GLfloat a, GLfloat b, GLfloat c, /** - * Do 3D/trilinear interpolation of integer values. - * \sa lerp_2d - */ -static INLINE GLint -ilerp_3d(GLint ia, GLint ib, GLint ic, - GLint v000, GLint v100, GLint v010, GLint v110, - GLint v001, GLint v101, GLint v011, GLint v111) -{ - /* fixed point interpolants in [0, ILERP_SCALE] */ - const GLint temp00 = ILERP(ia, v000, v100); - const GLint temp10 = ILERP(ia, v010, v110); - const GLint temp01 = ILERP(ia, v001, v101); - const GLint temp11 = ILERP(ia, v011, v111); - const GLint temp0 = ILERP(ib, temp00, temp10); - const GLint temp1 = ILERP(ib, temp01, temp11); - return ILERP(ic, temp0, temp1); -} - - -/** * Do linear interpolation of colors. */ static INLINE void -lerp_rgba(GLchan result[4], GLfloat t, const GLchan a[4], const GLchan b[4]) +lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4]) { -#if CHAN_TYPE == GL_FLOAT result[0] = LERP(t, a[0], b[0]); result[1] = LERP(t, a[1], b[1]); result[2] = LERP(t, a[2], b[2]); result[3] = LERP(t, a[3], b[3]); -#elif CHAN_TYPE == GL_UNSIGNED_SHORT - result[0] = (GLchan) (LERP(t, a[0], b[0]) + 0.5); - result[1] = (GLchan) (LERP(t, a[1], b[1]) + 0.5); - result[2] = (GLchan) (LERP(t, a[2], b[2]) + 0.5); - result[3] = (GLchan) (LERP(t, a[3], b[3]) + 0.5); -#else - /* fixed point interpolants in [0, ILERP_SCALE] */ - const GLint it = IROUND_POS(t * ILERP_SCALE); - ASSERT(CHAN_TYPE == GL_UNSIGNED_BYTE); - result[0] = ILERP(it, a[0], b[0]); - result[1] = ILERP(it, a[1], b[1]); - result[2] = ILERP(it, a[2], b[2]); - result[3] = ILERP(it, a[3], b[3]); -#endif } @@ -161,29 +104,14 @@ lerp_rgba(GLchan result[4], GLfloat t, const GLchan a[4], const GLchan b[4]) * Do bilinear interpolation of colors. */ static INLINE void -lerp_rgba_2d(GLchan result[4], GLfloat a, GLfloat b, - const GLchan t00[4], const GLchan t10[4], - const GLchan t01[4], const GLchan t11[4]) +lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b, + const GLfloat t00[4], const GLfloat t10[4], + const GLfloat t01[4], const GLfloat t11[4]) { -#if CHAN_TYPE == GL_FLOAT result[0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]); result[1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]); result[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]); result[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]); -#elif CHAN_TYPE == GL_UNSIGNED_SHORT - result[0] = (GLchan) (lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]) + 0.5); - result[1] = (GLchan) (lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]) + 0.5); - result[2] = (GLchan) (lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]) + 0.5); - result[3] = (GLchan) (lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]) + 0.5); -#else - const GLint ia = IROUND_POS(a * ILERP_SCALE); - const GLint ib = IROUND_POS(b * ILERP_SCALE); - ASSERT(CHAN_TYPE == GL_UNSIGNED_BYTE); - result[0] = ilerp_2d(ia, ib, t00[0], t10[0], t01[0], t11[0]); - result[1] = ilerp_2d(ia, ib, t00[1], t10[1], t01[1], t11[1]); - result[2] = ilerp_2d(ia, ib, t00[2], t10[2], t01[2], t11[2]); - result[3] = ilerp_2d(ia, ib, t00[3], t10[3], t01[3], t11[3]); -#endif } @@ -191,34 +119,18 @@ lerp_rgba_2d(GLchan result[4], GLfloat a, GLfloat b, * Do trilinear interpolation of colors. */ static INLINE void -lerp_rgba_3d(GLchan result[4], GLfloat a, GLfloat b, GLfloat c, - const GLchan t000[4], const GLchan t100[4], - const GLchan t010[4], const GLchan t110[4], - const GLchan t001[4], const GLchan t101[4], - const GLchan t011[4], const GLchan t111[4]) +lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c, + const GLfloat t000[4], const GLfloat t100[4], + const GLfloat t010[4], const GLfloat t110[4], + const GLfloat t001[4], const GLfloat t101[4], + const GLfloat t011[4], const GLfloat t111[4]) { GLuint k; /* compiler should unroll these short loops */ -#if CHAN_TYPE == GL_FLOAT for (k = 0; k < 4; k++) { result[k] = lerp_3d(a, b, c, t000[k], t100[k], t010[k], t110[k], t001[k], t101[k], t011[k], t111[k]); } -#elif CHAN_TYPE == GL_UNSIGNED_SHORT - for (k = 0; k < 4; k++) { - result[k] = (GLchan)(lerp_3d(a, b, c, - t000[k], t100[k], t010[k], t110[k], - t001[k], t101[k], t011[k], t111[k]) + 0.5F); - } -#else - GLint ia = IROUND_POS(a * ILERP_SCALE); - GLint ib = IROUND_POS(b * ILERP_SCALE); - GLint ic = IROUND_POS(c * ILERP_SCALE); - for (k = 0; k < 4; k++) { - result[k] = ilerp_3d(ia, ib, ic, t000[k], t100[k], t010[k], t110[k], - t001[k], t101[k], t011[k], t111[k]); - } -#endif } @@ -226,7 +138,7 @@ lerp_rgba_3d(GLchan result[4], GLfloat a, GLfloat b, GLfloat c, * 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)) +#define REMAINDER(A, B) (((A) + (B) * 1024) % (B)) /** @@ -502,6 +414,169 @@ linear_repeat_texel_location(GLuint size, GLfloat s, /** + * Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode. + */ +static INLINE GLint +clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max) +{ + switch (wrapMode) { + case GL_CLAMP: + return IFLOOR( CLAMP(coord, 0.0F, max - 1) ); + case GL_CLAMP_TO_EDGE: + return IFLOOR( CLAMP(coord, 0.5F, max - 0.5F) ); + case GL_CLAMP_TO_BORDER: + return IFLOOR( CLAMP(coord, -0.5F, max + 0.5F) ); + default: + _mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_nearest"); + return 0; + } +} + + +/** + * As above, but GL_LINEAR filtering. + */ +static INLINE void +clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max, + GLint *i0out, GLint *i1out, GLfloat *weight) +{ + GLfloat fcol; + GLint i0, i1; + switch (wrapMode) { + case GL_CLAMP: + /* Not exactly what the spec says, but it matches NVIDIA output */ + fcol = CLAMP(coord - 0.5F, 0.0, max-1); + i0 = IFLOOR(fcol); + i1 = i0 + 1; + break; + case GL_CLAMP_TO_EDGE: + fcol = CLAMP(coord, 0.5F, max - 0.5F); + fcol -= 0.5F; + i0 = IFLOOR(fcol); + i1 = i0 + 1; + if (i1 > max - 1) + i1 = max - 1; + break; + case GL_CLAMP_TO_BORDER: + fcol = CLAMP(coord, -0.5F, max + 0.5F); + fcol -= 0.5F; + i0 = IFLOOR(fcol); + i1 = i0 + 1; + break; + default: + _mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_linear"); + i0 = i1 = 0; + fcol = 0.0F; + } + *i0out = i0; + *i1out = i1; + *weight = FRAC(fcol); +} + + +/** + * Compute nearest integer texcoords for given texobj and coordinate. + */ +static INLINE void +nearest_texcoord(const struct gl_texture_object *texObj, + const GLfloat texcoord[4], + GLint *i, GLint *j, GLint *k) +{ + const GLint baseLevel = texObj->BaseLevel; + const struct gl_texture_image *img = texObj->Image[0][baseLevel]; + const GLint width = img->Width; + const GLint height = img->Height; + const GLint depth = img->Depth; + + switch (texObj->Target) { + case GL_TEXTURE_RECTANGLE_ARB: + *i = clamp_rect_coord_nearest(texObj->WrapS, texcoord[0], width); + *j = clamp_rect_coord_nearest(texObj->WrapT, texcoord[1], height); + *k = 0; + break; + case GL_TEXTURE_1D: + *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]); + *j = 0; + *k = 0; + break; + case GL_TEXTURE_2D: + *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]); + *j = nearest_texel_location(texObj->WrapT, img, height, texcoord[1]); + *k = 0; + break; + case GL_TEXTURE_1D_ARRAY_EXT: + *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]); + *j = clamp_rect_coord_nearest(texObj->WrapT, texcoord[1], height); + *k = 0; + break; + case GL_TEXTURE_2D_ARRAY_EXT: + *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]); + *j = nearest_texel_location(texObj->WrapT, img, height, texcoord[1]); + *k = clamp_rect_coord_nearest(texObj->WrapR, texcoord[2], depth); + break; + default: + *i = *j = *k = 0; + } +} + + +/** + * Compute linear integer texcoords for given texobj and coordinate. + */ +static INLINE void +linear_texcoord(const struct gl_texture_object *texObj, + const GLfloat texcoord[4], + GLint *i0, GLint *i1, GLint *j0, GLint *j1, GLint *slice, + GLfloat *wi, GLfloat *wj) +{ + const GLint baseLevel = texObj->BaseLevel; + const struct gl_texture_image *img = texObj->Image[0][baseLevel]; + const GLint width = img->Width; + const GLint height = img->Height; + const GLint depth = img->Depth; + + switch (texObj->Target) { + case GL_TEXTURE_RECTANGLE_ARB: + clamp_rect_coord_linear(texObj->WrapS, texcoord[0], + width, i0, i1, wi); + clamp_rect_coord_linear(texObj->WrapT, texcoord[1], + height, j0, j1, wj); + *slice = 0; + break; + + case GL_TEXTURE_1D: + case GL_TEXTURE_2D: + linear_texel_locations(texObj->WrapS, img, width, + texcoord[0], i0, i1, wi); + linear_texel_locations(texObj->WrapT, img, height, + texcoord[1], j0, j1, wj); + *slice = 0; + break; + + case GL_TEXTURE_1D_ARRAY_EXT: + linear_texel_locations(texObj->WrapS, img, width, + texcoord[0], i0, i1, wi); + *j0 = clamp_rect_coord_nearest(texObj->WrapT, texcoord[1], height); + *j1 = *j0; + *slice = 0; + break; + + case GL_TEXTURE_2D_ARRAY_EXT: + linear_texel_locations(texObj->WrapS, img, width, + texcoord[0], i0, i1, wi); + linear_texel_locations(texObj->WrapT, img, height, + texcoord[1], j0, j1, wj); + *slice = clamp_rect_coord_nearest(texObj->WrapR, texcoord[2], depth); + break; + + default: + *slice = 0; + } +} + + + +/** * For linear interpolation between mipmap levels N and N+1, this function * computes N. */ @@ -660,6 +735,44 @@ compute_min_mag_ranges(const struct gl_texture_object *tObj, } +/** + * When we sample the border color, it must be interpreted according to + * the base texture format. Ex: if the texture base format it GL_ALPHA, + * we return (0,0,0,BorderAlpha). + */ +static INLINE void +get_border_color(const struct gl_texture_object *tObj, + const struct gl_texture_image *img, + GLfloat rgba[4]) +{ + switch (img->TexFormat->BaseFormat) { + case GL_RGB: + rgba[0] = tObj->BorderColor[0]; + rgba[1] = tObj->BorderColor[1]; + rgba[2] = tObj->BorderColor[2]; + rgba[3] = 1.0F; + break; + case GL_ALPHA: + rgba[0] = rgba[1] = rgba[2] = 0.0; + rgba[3] = tObj->BorderColor[3]; + break; + case GL_LUMINANCE: + rgba[0] = rgba[1] = rgba[2] = tObj->BorderColor[0]; + rgba[3] = 1.0; + break; + case GL_LUMINANCE_ALPHA: + rgba[0] = rgba[1] = rgba[2] = tObj->BorderColor[0]; + rgba[3] = tObj->BorderColor[3]; + break; + case GL_INTENSITY: + rgba[0] = rgba[1] = rgba[2] = rgba[3] = tObj->BorderColor[0]; + break; + default: + COPY_4V(rgba, tObj->BorderColor); + } +} + + /**********************************************************************/ /* 1-D Texture Sampling Functions */ /**********************************************************************/ @@ -671,7 +784,7 @@ static INLINE void sample_1d_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, - const GLfloat texcoord[4], GLchan rgba[4]) + const GLfloat texcoord[4], GLfloat rgba[4]) { const GLint width = img->Width2; /* without border, power of two */ GLint i; @@ -680,10 +793,10 @@ sample_1d_nearest(GLcontext *ctx, i += img->Border; if (i < 0 || i >= (GLint) img->Width) { /* Need this test for GL_CLAMP_TO_BORDER mode */ - COPY_CHAN4(rgba, tObj->_BorderChan); + get_border_color(tObj, img, rgba); } else { - img->FetchTexelc(img, i, 0, 0, rgba); + img->FetchTexelf(img, i, 0, 0, rgba); } } @@ -695,13 +808,13 @@ static INLINE void sample_1d_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, - const GLfloat texcoord[4], GLchan rgba[4]) + const GLfloat texcoord[4], GLfloat rgba[4]) { const GLint width = img->Width2; GLint i0, i1; GLbitfield useBorderColor = 0x0; GLfloat a; - GLchan t0[4], t1[4]; /* texels */ + GLfloat t0[4], t1[4]; /* texels */ linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); @@ -716,16 +829,16 @@ sample_1d_linear(GLcontext *ctx, /* fetch texel colors */ if (useBorderColor & I0BIT) { - COPY_CHAN4(t0, tObj->_BorderChan); + get_border_color(tObj, img, t0); } else { - img->FetchTexelc(img, i0, 0, 0, t0); + img->FetchTexelf(img, i0, 0, 0, t0); } if (useBorderColor & I1BIT) { - COPY_CHAN4(t1, tObj->_BorderChan); + get_border_color(tObj, img, t1); } else { - img->FetchTexelc(img, i1, 0, 0, t1); + img->FetchTexelf(img, i1, 0, 0, t1); } lerp_rgba(rgba, a, t0, t1); @@ -736,7 +849,7 @@ static void sample_1d_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -751,7 +864,7 @@ static void sample_1d_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -766,7 +879,7 @@ static void sample_1d_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -777,7 +890,7 @@ sample_1d_nearest_mipmap_linear(GLcontext *ctx, texcoord[i], rgba[i]); } else { - GLchan t0[4], t1[4]; + GLfloat t0[4], t1[4]; const GLfloat f = FRAC(lambda[i]); sample_1d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_1d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); @@ -791,7 +904,7 @@ static void sample_1d_linear_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -802,7 +915,7 @@ sample_1d_linear_mipmap_linear(GLcontext *ctx, texcoord[i], rgba[i]); } else { - GLchan t0[4], t1[4]; + GLfloat t0[4], t1[4]; const GLfloat f = FRAC(lambda[i]); sample_1d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_1d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); @@ -817,7 +930,7 @@ static void sample_nearest_1d( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4] ) + GLfloat rgba[][4] ) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; @@ -833,7 +946,7 @@ static void sample_linear_1d( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4] ) + GLfloat rgba[][4] ) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; @@ -849,7 +962,7 @@ static void sample_lambda_1d( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4] ) + const GLfloat lambda[], GLfloat rgba[][4] ) { GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ @@ -929,7 +1042,7 @@ sample_2d_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], - GLchan rgba[]) + GLfloat rgba[]) { const GLint width = img->Width2; /* without border, power of two */ const GLint height = img->Height2; /* without border, power of two */ @@ -945,10 +1058,10 @@ sample_2d_nearest(GLcontext *ctx, if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height) { /* Need this test for GL_CLAMP_TO_BORDER mode */ - COPY_CHAN4(rgba, tObj->_BorderChan); + get_border_color(tObj, img, rgba); } else { - img->FetchTexelc(img, i, j, 0, rgba); + img->FetchTexelf(img, i, j, 0, rgba); } } @@ -962,14 +1075,14 @@ sample_2d_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], - GLchan rgba[]) + GLfloat rgba[]) { const GLint width = img->Width2; const GLint height = img->Height2; GLint i0, j0, i1, j1; GLbitfield useBorderColor = 0x0; GLfloat a, b; - GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ + GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b); @@ -989,28 +1102,28 @@ sample_2d_linear(GLcontext *ctx, /* fetch four texel colors */ if (useBorderColor & (I0BIT | J0BIT)) { - COPY_CHAN4(t00, tObj->_BorderChan); + get_border_color(tObj, img, t00); } else { - img->FetchTexelc(img, i0, j0, 0, t00); + img->FetchTexelf(img, i0, j0, 0, t00); } if (useBorderColor & (I1BIT | J0BIT)) { - COPY_CHAN4(t10, tObj->_BorderChan); + get_border_color(tObj, img, t10); } else { - img->FetchTexelc(img, i1, j0, 0, t10); + img->FetchTexelf(img, i1, j0, 0, t10); } if (useBorderColor & (I0BIT | J1BIT)) { - COPY_CHAN4(t01, tObj->_BorderChan); + get_border_color(tObj, img, t01); } else { - img->FetchTexelc(img, i0, j1, 0, t01); + img->FetchTexelf(img, i0, j1, 0, t01); } if (useBorderColor & (I1BIT | J1BIT)) { - COPY_CHAN4(t11, tObj->_BorderChan); + get_border_color(tObj, img, t11); } else { - img->FetchTexelc(img, i1, j1, 0, t11); + img->FetchTexelf(img, i1, j1, 0, t11); } lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11); @@ -1026,13 +1139,13 @@ sample_2d_linear_repeat(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], - GLchan rgba[]) + GLfloat rgba[]) { const GLint width = img->Width2; const GLint height = img->Height2; GLint i0, j0, i1, j1; GLfloat wi, wj; - GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ + GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ (void) ctx; @@ -1045,10 +1158,10 @@ sample_2d_linear_repeat(GLcontext *ctx, linear_repeat_texel_location(width, texcoord[0], &i0, &i1, &wi); linear_repeat_texel_location(height, texcoord[1], &j0, &j1, &wj); - img->FetchTexelc(img, i0, j0, 0, t00); - img->FetchTexelc(img, i1, j0, 0, t10); - img->FetchTexelc(img, i0, j1, 0, t01); - img->FetchTexelc(img, i1, j1, 0, t11); + img->FetchTexelf(img, i0, j0, 0, t00); + img->FetchTexelf(img, i1, j0, 0, t10); + img->FetchTexelf(img, i0, j1, 0, t01); + img->FetchTexelf(img, i1, j1, 0, t11); lerp_rgba_2d(rgba, wi, wj, t00, t10, t01, t11); } @@ -1058,7 +1171,7 @@ static void sample_2d_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; for (i = 0; i < n; i++) { @@ -1072,7 +1185,7 @@ static void sample_2d_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -1087,7 +1200,7 @@ static void sample_2d_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -1098,7 +1211,7 @@ sample_2d_nearest_mipmap_linear(GLcontext *ctx, texcoord[i], rgba[i]); } else { - GLchan t0[4], t1[4]; /* texels */ + GLfloat t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_2d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); @@ -1112,7 +1225,7 @@ static void sample_2d_linear_mipmap_linear( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4] ) + const GLfloat lambda[], GLfloat rgba[][4] ) { GLuint i; ASSERT(lambda != NULL); @@ -1123,7 +1236,7 @@ sample_2d_linear_mipmap_linear( GLcontext *ctx, texcoord[i], rgba[i]); } else { - GLchan t0[4], t1[4]; /* texels */ + GLfloat t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_2d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); @@ -1137,7 +1250,7 @@ static void sample_2d_linear_mipmap_linear_repeat(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -1150,7 +1263,7 @@ sample_2d_linear_mipmap_linear_repeat(GLcontext *ctx, texcoord[i], rgba[i]); } else { - GLchan t0[4], t1[4]; /* texels */ + GLfloat t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); @@ -1167,7 +1280,7 @@ static void sample_nearest_2d(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; @@ -1183,7 +1296,7 @@ static void sample_linear_2d(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; @@ -1216,7 +1329,7 @@ static void opt_sample_rgb_2d(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel]; const GLfloat width = (GLfloat) img->Width; @@ -1238,9 +1351,9 @@ opt_sample_rgb_2d(GLcontext *ctx, GLint j = IFLOOR(texcoords[k][1] * height) & rowMask; GLint pos = (j << shift) | i; GLchan *texel = ((GLchan *) img->Data) + 3*pos; - rgba[k][RCOMP] = texel[0]; - rgba[k][GCOMP] = texel[1]; - rgba[k][BCOMP] = texel[2]; + rgba[k][RCOMP] = CHAN_TO_FLOAT(texel[0]); + rgba[k][GCOMP] = CHAN_TO_FLOAT(texel[1]); + rgba[k][BCOMP] = CHAN_TO_FLOAT(texel[2]); } } @@ -1257,7 +1370,7 @@ static void opt_sample_rgba_2d(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel]; const GLfloat width = (GLfloat) img->Width; @@ -1279,7 +1392,10 @@ opt_sample_rgba_2d(GLcontext *ctx, const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask; const GLint pos = (row << shift) | col; const GLchan *texel = ((GLchan *) img->Data) + (pos << 2); /* pos*4 */ - COPY_CHAN4(rgba[i], texel); + rgba[i][RCOMP] = CHAN_TO_FLOAT(texel[0]); + rgba[i][GCOMP] = CHAN_TO_FLOAT(texel[1]); + rgba[i][BCOMP] = CHAN_TO_FLOAT(texel[2]); + rgba[i][ACOMP] = CHAN_TO_FLOAT(texel[3]); } } @@ -1289,7 +1405,7 @@ static void sample_lambda_2d(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel]; GLuint minStart, minEnd; /* texels with minification */ @@ -1411,7 +1527,7 @@ sample_3d_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], - GLchan rgba[4]) + GLfloat rgba[4]) { const GLint width = img->Width2; /* without border, power of two */ const GLint height = img->Height2; /* without border, power of two */ @@ -1427,10 +1543,10 @@ sample_3d_nearest(GLcontext *ctx, j < 0 || j >= (GLint) img->Height || k < 0 || k >= (GLint) img->Depth) { /* Need this test for GL_CLAMP_TO_BORDER mode */ - COPY_CHAN4(rgba, tObj->_BorderChan); + get_border_color(tObj, img, rgba); } else { - img->FetchTexelc(img, i, j, k, rgba); + img->FetchTexelf(img, i, j, k, rgba); } } @@ -1443,7 +1559,7 @@ sample_3d_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], - GLchan rgba[4]) + GLfloat rgba[4]) { const GLint width = img->Width2; const GLint height = img->Height2; @@ -1451,8 +1567,8 @@ sample_3d_linear(GLcontext *ctx, GLint i0, j0, k0, i1, j1, k1; GLbitfield useBorderColor = 0x0; GLfloat a, b, c; - GLchan t000[4], t010[4], t001[4], t011[4]; - GLchan t100[4], t110[4], t101[4], t111[4]; + GLfloat t000[4], t010[4], t001[4], t011[4]; + GLfloat t100[4], t110[4], t101[4], t111[4]; linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b); @@ -1478,53 +1594,53 @@ sample_3d_linear(GLcontext *ctx, /* Fetch texels */ if (useBorderColor & (I0BIT | J0BIT | K0BIT)) { - COPY_CHAN4(t000, tObj->_BorderChan); + get_border_color(tObj, img, t000); } else { - img->FetchTexelc(img, i0, j0, k0, t000); + img->FetchTexelf(img, i0, j0, k0, t000); } if (useBorderColor & (I1BIT | J0BIT | K0BIT)) { - COPY_CHAN4(t100, tObj->_BorderChan); + get_border_color(tObj, img, t100); } else { - img->FetchTexelc(img, i1, j0, k0, t100); + img->FetchTexelf(img, i1, j0, k0, t100); } if (useBorderColor & (I0BIT | J1BIT | K0BIT)) { - COPY_CHAN4(t010, tObj->_BorderChan); + get_border_color(tObj, img, t010); } else { - img->FetchTexelc(img, i0, j1, k0, t010); + img->FetchTexelf(img, i0, j1, k0, t010); } if (useBorderColor & (I1BIT | J1BIT | K0BIT)) { - COPY_CHAN4(t110, tObj->_BorderChan); + get_border_color(tObj, img, t110); } else { - img->FetchTexelc(img, i1, j1, k0, t110); + img->FetchTexelf(img, i1, j1, k0, t110); } if (useBorderColor & (I0BIT | J0BIT | K1BIT)) { - COPY_CHAN4(t001, tObj->_BorderChan); + get_border_color(tObj, img, t001); } else { - img->FetchTexelc(img, i0, j0, k1, t001); + img->FetchTexelf(img, i0, j0, k1, t001); } if (useBorderColor & (I1BIT | J0BIT | K1BIT)) { - COPY_CHAN4(t101, tObj->_BorderChan); + get_border_color(tObj, img, t101); } else { - img->FetchTexelc(img, i1, j0, k1, t101); + img->FetchTexelf(img, i1, j0, k1, t101); } if (useBorderColor & (I0BIT | J1BIT | K1BIT)) { - COPY_CHAN4(t011, tObj->_BorderChan); + get_border_color(tObj, img, t011); } else { - img->FetchTexelc(img, i0, j1, k1, t011); + img->FetchTexelf(img, i0, j1, k1, t011); } if (useBorderColor & (I1BIT | J1BIT | K1BIT)) { - COPY_CHAN4(t111, tObj->_BorderChan); + get_border_color(tObj, img, t111); } else { - img->FetchTexelc(img, i1, j1, k1, t111); + img->FetchTexelf(img, i1, j1, k1, t111); } /* trilinear interpolation of samples */ @@ -1536,7 +1652,7 @@ static void sample_3d_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4] ) + const GLfloat lambda[], GLfloat rgba[][4] ) { GLuint i; for (i = 0; i < n; i++) { @@ -1550,7 +1666,7 @@ static void sample_3d_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -1565,7 +1681,7 @@ static void sample_3d_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -1576,7 +1692,7 @@ sample_3d_nearest_mipmap_linear(GLcontext *ctx, texcoord[i], rgba[i]); } else { - GLchan t0[4], t1[4]; /* texels */ + GLfloat t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_3d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_3d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); @@ -1590,7 +1706,7 @@ static void sample_3d_linear_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -1601,7 +1717,7 @@ sample_3d_linear_mipmap_linear(GLcontext *ctx, texcoord[i], rgba[i]); } else { - GLchan t0[4], t1[4]; /* texels */ + GLfloat t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_3d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_3d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); @@ -1616,7 +1732,7 @@ static void sample_nearest_3d(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; @@ -1632,7 +1748,7 @@ static void sample_linear_3d(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; @@ -1648,7 +1764,7 @@ static void sample_lambda_3d(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat rgba[][4]) { GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ @@ -1799,7 +1915,7 @@ static void sample_nearest_cube(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat rgba[][4]) { GLuint i; (void) lambda; @@ -1817,7 +1933,7 @@ static void sample_linear_cube(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; (void) lambda; @@ -1835,7 +1951,7 @@ static void sample_cube_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -1864,7 +1980,7 @@ static void sample_cube_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -1883,7 +1999,7 @@ static void sample_cube_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -1898,7 +2014,7 @@ sample_cube_nearest_mipmap_linear(GLcontext *ctx, newCoord, rgba[i]); } else { - GLchan t0[4], t1[4]; /* texels */ + GLfloat t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_nearest(ctx, tObj, images[level ], newCoord, t0); sample_2d_nearest(ctx, tObj, images[level+1], newCoord, t1); @@ -1912,7 +2028,7 @@ static void sample_cube_linear_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -1927,7 +2043,7 @@ sample_cube_linear_mipmap_linear(GLcontext *ctx, newCoord, rgba[i]); } else { - GLchan t0[4], t1[4]; + GLfloat t0[4], t1[4]; const GLfloat f = FRAC(lambda[i]); sample_2d_linear(ctx, tObj, images[level ], newCoord, t0); sample_2d_linear(ctx, tObj, images[level+1], newCoord, t1); @@ -1942,7 +2058,7 @@ static void sample_lambda_cube(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat rgba[][4]) { GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ @@ -2012,71 +2128,11 @@ sample_lambda_cube(GLcontext *ctx, /**********************************************************************/ -/** - * Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode. - */ -static INLINE GLint -clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max) -{ - switch (wrapMode) { - case GL_CLAMP: - return IFLOOR( CLAMP(coord, 0.0F, max - 1) ); - case GL_CLAMP_TO_EDGE: - return IFLOOR( CLAMP(coord, 0.5F, max - 0.5F) ); - case GL_CLAMP_TO_BORDER: - return IFLOOR( CLAMP(coord, -0.5F, max + 0.5F) ); - default: - _mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_nearest"); - return 0; - } -} - - -/** - * As above, but GL_LINEAR filtering. - */ -static INLINE void -clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max, - GLint *i0out, GLint *i1out, GLfloat *weight) -{ - GLfloat fcol; - GLint i0, i1; - switch (wrapMode) { - case GL_CLAMP: - /* Not exactly what the spec says, but it matches NVIDIA output */ - fcol = CLAMP(coord - 0.5F, 0.0, max-1); - i0 = IFLOOR(fcol); - i1 = i0 + 1; - break; - case GL_CLAMP_TO_EDGE: - fcol = CLAMP(coord, 0.5F, max - 0.5F); - fcol -= 0.5F; - i0 = IFLOOR(fcol); - i1 = i0 + 1; - if (i1 > max - 1) - i1 = max - 1; - break; - case GL_CLAMP_TO_BORDER: - fcol = CLAMP(coord, -0.5F, max + 0.5F); - fcol -= 0.5F; - i0 = IFLOOR(fcol); - i1 = i0 + 1; - default: - _mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_linear"); - i0 = i1 = 0; - fcol = 0.0F; - } - *i0out = i0; - *i1out = i1; - *weight = FRAC(fcol); -} - - static void sample_nearest_rect(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat rgba[][4]) { const struct gl_texture_image *img = tObj->Image[0][0]; const GLint width = img->Width; @@ -2099,9 +2155,9 @@ sample_nearest_rect(GLcontext *ctx, col = clamp_rect_coord_nearest(tObj->WrapS, texcoords[i][0], width); row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); if (col < 0 || col >= width || row < 0 || row >= height) - COPY_CHAN4(rgba[i], tObj->_BorderChan); + get_border_color(tObj, img, rgba[i]); else - img->FetchTexelc(img, col, row, 0, rgba[i]); + img->FetchTexelf(img, col, row, 0, rgba[i]); } } @@ -2110,7 +2166,7 @@ static void sample_linear_rect(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { const struct gl_texture_image *img = tObj->Image[0][0]; const GLint width = img->Width; @@ -2130,7 +2186,7 @@ sample_linear_rect(GLcontext *ctx, for (i = 0; i < n; i++) { GLint i0, j0, i1, j1; - GLchan t00[4], t01[4], t10[4], t11[4]; + GLfloat t00[4], t01[4], t10[4], t11[4]; GLfloat a, b; GLbitfield useBorderColor = 0x0; @@ -2147,24 +2203,24 @@ sample_linear_rect(GLcontext *ctx, /* get four texel samples */ if (useBorderColor & (I0BIT | J0BIT)) - COPY_CHAN4(t00, tObj->_BorderChan); + get_border_color(tObj, img, t00); else - img->FetchTexelc(img, i0, j0, 0, t00); + img->FetchTexelf(img, i0, j0, 0, t00); if (useBorderColor & (I1BIT | J0BIT)) - COPY_CHAN4(t10, tObj->_BorderChan); + get_border_color(tObj, img, t10); else - img->FetchTexelc(img, i1, j0, 0, t10); + img->FetchTexelf(img, i1, j0, 0, t10); if (useBorderColor & (I0BIT | J1BIT)) - COPY_CHAN4(t01, tObj->_BorderChan); + get_border_color(tObj, img, t01); else - img->FetchTexelc(img, i0, j1, 0, t01); + img->FetchTexelf(img, i0, j1, 0, t01); if (useBorderColor & (I1BIT | J1BIT)) - COPY_CHAN4(t11, tObj->_BorderChan); + get_border_color(tObj, img, t11); else - img->FetchTexelc(img, i1, j1, 0, t11); + img->FetchTexelf(img, i1, j1, 0, t11); lerp_rgba_2d(rgba[i], a, b, t00, t10, t01, t11); } @@ -2176,7 +2232,7 @@ static void sample_lambda_rect(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat rgba[][4]) { GLuint minStart, minEnd, magStart, magEnd; @@ -2222,7 +2278,7 @@ sample_2d_array_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], - GLchan rgba[4]) + GLfloat rgba[4]) { const GLint width = img->Width2; /* without border, power of two */ const GLint height = img->Height2; /* without border, power of two */ @@ -2239,10 +2295,10 @@ sample_2d_array_nearest(GLcontext *ctx, j < 0 || j >= (GLint) img->Height || array < 0 || array >= (GLint) img->Depth) { /* Need this test for GL_CLAMP_TO_BORDER mode */ - COPY_CHAN4(rgba, tObj->_BorderChan); + get_border_color(tObj, img, rgba); } else { - img->FetchTexelc(img, i, j, array, rgba); + img->FetchTexelf(img, i, j, array, rgba); } } @@ -2255,7 +2311,7 @@ sample_2d_array_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], - GLchan rgba[4]) + GLfloat rgba[4]) { const GLint width = img->Width2; const GLint height = img->Height2; @@ -2264,14 +2320,14 @@ sample_2d_array_linear(GLcontext *ctx, GLint array; GLbitfield useBorderColor = 0x0; GLfloat a, b; - GLchan t00[4], t01[4], t10[4], t11[4]; + GLfloat t00[4], t01[4], t10[4], t11[4]; linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b); array = clamp_rect_coord_nearest(tObj->WrapR, texcoord[2], depth); if (array < 0 || array >= depth) { - COPY_CHAN4(rgba, tObj->_BorderChan); + COPY_4V(rgba, tObj->BorderColor); } else { if (img->Border) { @@ -2290,28 +2346,28 @@ sample_2d_array_linear(GLcontext *ctx, /* Fetch texels */ if (useBorderColor & (I0BIT | J0BIT)) { - COPY_CHAN4(t00, tObj->_BorderChan); + get_border_color(tObj, img, t00); } else { - img->FetchTexelc(img, i0, j0, array, t00); + img->FetchTexelf(img, i0, j0, array, t00); } if (useBorderColor & (I1BIT | J0BIT)) { - COPY_CHAN4(t10, tObj->_BorderChan); + get_border_color(tObj, img, t10); } else { - img->FetchTexelc(img, i1, j0, array, t10); + img->FetchTexelf(img, i1, j0, array, t10); } if (useBorderColor & (I0BIT | J1BIT)) { - COPY_CHAN4(t01, tObj->_BorderChan); + get_border_color(tObj, img, t01); } else { - img->FetchTexelc(img, i0, j1, array, t01); + img->FetchTexelf(img, i0, j1, array, t01); } if (useBorderColor & (I1BIT | J1BIT)) { - COPY_CHAN4(t11, tObj->_BorderChan); + get_border_color(tObj, img, t11); } else { - img->FetchTexelc(img, i1, j1, array, t11); + img->FetchTexelf(img, i1, j1, array, t11); } /* trilinear interpolation of samples */ @@ -2324,7 +2380,7 @@ static void sample_2d_array_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; for (i = 0; i < n; i++) { @@ -2339,7 +2395,7 @@ static void sample_2d_array_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -2355,7 +2411,7 @@ static void sample_2d_array_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -2366,7 +2422,7 @@ sample_2d_array_nearest_mipmap_linear(GLcontext *ctx, texcoord[i], rgba[i]); } else { - GLchan t0[4], t1[4]; /* texels */ + GLfloat t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); @@ -2382,7 +2438,7 @@ static void sample_2d_array_linear_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -2393,7 +2449,7 @@ sample_2d_array_linear_mipmap_linear(GLcontext *ctx, texcoord[i], rgba[i]); } else { - GLchan t0[4], t1[4]; /* texels */ + GLfloat t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_array_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); @@ -2410,7 +2466,7 @@ static void sample_nearest_2d_array(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; @@ -2427,7 +2483,7 @@ static void sample_linear_2d_array(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; @@ -2443,7 +2499,7 @@ static void sample_lambda_2d_array(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat rgba[][4]) { GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ @@ -2532,7 +2588,7 @@ sample_1d_array_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], - GLchan rgba[4]) + GLfloat rgba[4]) { const GLint width = img->Width2; /* without border, power of two */ const GLint height = img->Height; @@ -2546,10 +2602,10 @@ sample_1d_array_nearest(GLcontext *ctx, if (i < 0 || i >= (GLint) img->Width || array < 0 || array >= (GLint) img->Height) { /* Need this test for GL_CLAMP_TO_BORDER mode */ - COPY_CHAN4(rgba, tObj->_BorderChan); + get_border_color(tObj, img, rgba); } else { - img->FetchTexelc(img, i, array, 0, rgba); + img->FetchTexelf(img, i, array, 0, rgba); } } @@ -2562,7 +2618,7 @@ sample_1d_array_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], - GLchan rgba[4]) + GLfloat rgba[4]) { const GLint width = img->Width2; const GLint height = img->Height; @@ -2570,7 +2626,7 @@ sample_1d_array_linear(GLcontext *ctx, GLint array; GLbitfield useBorderColor = 0x0; GLfloat a; - GLchan t0[4], t1[4]; + GLfloat t0[4], t1[4]; linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); array = clamp_rect_coord_nearest(tObj->WrapT, texcoord[1], height); @@ -2589,16 +2645,16 @@ sample_1d_array_linear(GLcontext *ctx, /* Fetch texels */ if (useBorderColor & (I0BIT | K0BIT)) { - COPY_CHAN4(t0, tObj->_BorderChan); + get_border_color(tObj, img, t0); } else { - img->FetchTexelc(img, i0, array, 0, t0); + img->FetchTexelf(img, i0, array, 0, t0); } if (useBorderColor & (I1BIT | K0BIT)) { - COPY_CHAN4(t1, tObj->_BorderChan); + get_border_color(tObj, img, t1); } else { - img->FetchTexelc(img, i1, array, 0, t1); + img->FetchTexelf(img, i1, array, 0, t1); } /* bilinear interpolation of samples */ @@ -2610,7 +2666,7 @@ static void sample_1d_array_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; for (i = 0; i < n; i++) { @@ -2625,7 +2681,7 @@ static void sample_1d_array_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -2641,7 +2697,7 @@ static void sample_1d_array_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -2652,7 +2708,7 @@ sample_1d_array_nearest_mipmap_linear(GLcontext *ctx, texcoord[i], rgba[i]); } else { - GLchan t0[4], t1[4]; /* texels */ + GLfloat t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); @@ -2666,7 +2722,7 @@ static void sample_1d_array_linear_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -2677,7 +2733,7 @@ sample_1d_array_linear_mipmap_linear(GLcontext *ctx, texcoord[i], rgba[i]); } else { - GLchan t0[4], t1[4]; /* texels */ + GLfloat t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_1d_array_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_1d_array_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); @@ -2692,7 +2748,7 @@ static void sample_nearest_1d_array(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; @@ -2708,7 +2764,7 @@ static void sample_linear_1d_array(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; @@ -2724,7 +2780,7 @@ static void sample_lambda_1d_array(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat rgba[][4]) { GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ @@ -2796,13 +2852,109 @@ sample_lambda_1d_array(GLcontext *ctx, /** + * Compare texcoord against depth sample. Return 1.0 or the ambient value. + */ +static INLINE GLfloat +shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample, + GLfloat ambient) +{ + switch (function) { + case GL_LEQUAL: + return (coord <= depthSample) ? 1.0F : ambient; + case GL_GEQUAL: + return (coord >= depthSample) ? 1.0F : ambient; + case GL_LESS: + return (coord < depthSample) ? 1.0F : ambient; + case GL_GREATER: + return (coord > depthSample) ? 1.0F : ambient; + case GL_EQUAL: + return (coord == depthSample) ? 1.0F : ambient; + case GL_NOTEQUAL: + return (coord != depthSample) ? 1.0F : ambient; + case GL_ALWAYS: + return 1.0F; + case GL_NEVER: + return ambient; + case GL_NONE: + return depthSample; + default: + _mesa_problem(NULL, "Bad compare func in shadow_compare"); + return ambient; + } +} + + +/** + * Compare texcoord against four depth samples. + */ +static INLINE GLfloat +shadow_compare4(GLenum function, GLfloat coord, + GLfloat depth00, GLfloat depth01, + GLfloat depth10, GLfloat depth11, + GLfloat ambient, GLfloat wi, GLfloat wj) +{ + const GLfloat d = (1.0F - (GLfloat) ambient) * 0.25F; + GLfloat luminance = 1.0F; + + switch (function) { + case GL_LEQUAL: + if (depth00 <= coord) luminance -= d; + if (depth01 <= coord) luminance -= d; + if (depth10 <= coord) luminance -= d; + if (depth11 <= coord) luminance -= d; + return luminance; + case GL_GEQUAL: + if (depth00 >= coord) luminance -= d; + if (depth01 >= coord) luminance -= d; + if (depth10 >= coord) luminance -= d; + if (depth11 >= coord) luminance -= d; + return luminance; + case GL_LESS: + if (depth00 < coord) luminance -= d; + if (depth01 < coord) luminance -= d; + if (depth10 < coord) luminance -= d; + if (depth11 < coord) luminance -= d; + return luminance; + case GL_GREATER: + if (depth00 > coord) luminance -= d; + if (depth01 > coord) luminance -= d; + if (depth10 > coord) luminance -= d; + if (depth11 > coord) luminance -= d; + return luminance; + case GL_EQUAL: + if (depth00 == coord) luminance -= d; + if (depth01 == coord) luminance -= d; + if (depth10 == coord) luminance -= d; + if (depth11 == coord) luminance -= d; + return luminance; + case GL_NOTEQUAL: + if (depth00 != coord) luminance -= d; + if (depth01 != coord) luminance -= d; + if (depth10 != coord) luminance -= d; + if (depth11 != coord) luminance -= d; + return luminance; + case GL_ALWAYS: + return 0.0; + case GL_NEVER: + return ambient; + case GL_NONE: + /* ordinary bilinear filtering */ + return lerp_2d(wi, wj, depth00, depth10, depth01, depth11); + default: + _mesa_problem(NULL, "Bad compare func in sample_depth_texture"); + return 0.0F; + } +} + + +/** * Sample a shadow/depth texture. */ static void sample_depth_texture( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan texel[][4] ) + GLfloat texel[][4] ) { const GLint baseLevel = tObj->BaseLevel; const struct gl_texture_image *img = tObj->Image[0][baseLevel]; @@ -2811,9 +2963,9 @@ sample_depth_texture( GLcontext *ctx, const GLint depth = img->Depth; const GLuint compare_coord = (tObj->Target == GL_TEXTURE_2D_ARRAY_EXT) ? 3 : 2; - GLchan ambient; + GLfloat ambient; GLenum function; - GLchan result; + GLfloat result; (void) lambda; @@ -2826,56 +2978,20 @@ sample_depth_texture( GLcontext *ctx, tObj->Target == GL_TEXTURE_1D_ARRAY_EXT || tObj->Target == GL_TEXTURE_2D_ARRAY_EXT); - UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient); + ambient = tObj->CompareFailValue; /* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */ - function = tObj->_Function; + function = (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ? + tObj->CompareFunc : GL_NONE; + if (tObj->MagFilter == GL_NEAREST) { GLuint i; for (i = 0; i < n; i++) { GLfloat depthSample; GLint col, row, slice; - switch (tObj->Target) { - case GL_TEXTURE_RECTANGLE_ARB: - col = clamp_rect_coord_nearest(tObj->WrapS, texcoords[i][0], width); - row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); - slice = 0; - break; - - case GL_TEXTURE_1D: - col = nearest_texel_location(tObj->WrapS, img, width, - texcoords[i][0]); - row = 0; - slice = 0; - break; - - case GL_TEXTURE_2D: - col = nearest_texel_location(tObj->WrapS, img, width, - texcoords[i][0]); - row = nearest_texel_location(tObj->WrapT, img, height, - texcoords[i][1]); - slice = 0; - break; - - case GL_TEXTURE_1D_ARRAY_EXT: - col = nearest_texel_location(tObj->WrapS, img, width, - texcoords[i][0]); - row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); - slice = 0; - break; - - case GL_TEXTURE_2D_ARRAY_EXT: - col = nearest_texel_location(tObj->WrapS, img, width, - texcoords[i][0]); - row = nearest_texel_location(tObj->WrapT, img, height, - texcoords[i][1]); - slice = clamp_rect_coord_nearest(tObj->WrapR, texcoords[i][2], depth); - break; - default: - col = row = slice = 0; - } + nearest_texcoord(tObj, texcoords[i], &col, &row, &slice); if (col >= 0 && row >= 0 && col < width && row < height && slice >= 0 && slice < depth) { @@ -2885,57 +3001,18 @@ sample_depth_texture( GLcontext *ctx, depthSample = tObj->BorderColor[0]; } - switch (function) { - case GL_LEQUAL: - result = (texcoords[i][compare_coord] <= depthSample) ? CHAN_MAX : ambient; - break; - case GL_GEQUAL: - result = (texcoords[i][compare_coord] >= depthSample) ? CHAN_MAX : ambient; - break; - case GL_LESS: - result = (texcoords[i][compare_coord] < depthSample) ? CHAN_MAX : ambient; - break; - case GL_GREATER: - result = (texcoords[i][compare_coord] > depthSample) ? CHAN_MAX : ambient; - break; - case GL_EQUAL: - result = (texcoords[i][compare_coord] == depthSample) ? CHAN_MAX : ambient; - break; - case GL_NOTEQUAL: - result = (texcoords[i][compare_coord] != depthSample) ? CHAN_MAX : ambient; - break; - case GL_ALWAYS: - result = CHAN_MAX; - break; - case GL_NEVER: - result = ambient; - break; - case GL_NONE: - CLAMPED_FLOAT_TO_CHAN(result, depthSample); - break; - default: - _mesa_problem(ctx, "Bad compare func in sample_depth_texture"); - return; - } + result = shadow_compare(function, texcoords[i][compare_coord], + depthSample, ambient); switch (tObj->DepthMode) { case GL_LUMINANCE: - texel[i][RCOMP] = result; - texel[i][GCOMP] = result; - texel[i][BCOMP] = result; - texel[i][ACOMP] = CHAN_MAX; + ASSIGN_4V(texel[i], result, result, result, 1.0F); break; case GL_INTENSITY: - texel[i][RCOMP] = result; - texel[i][GCOMP] = result; - texel[i][BCOMP] = result; - texel[i][ACOMP] = result; + ASSIGN_4V(texel[i], result, result, result, result); break; case GL_ALPHA: - texel[i][RCOMP] = 0; - texel[i][GCOMP] = 0; - texel[i][BCOMP] = 0; - texel[i][ACOMP] = result; + ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result); break; default: _mesa_problem(ctx, "Bad depth texture mode"); @@ -2949,45 +3026,11 @@ sample_depth_texture( GLcontext *ctx, GLfloat depth00, depth01, depth10, depth11; GLint i0, i1, j0, j1; GLint slice; - GLfloat a, b; + GLfloat wi, wj; GLuint useBorderTexel; - switch (tObj->Target) { - case GL_TEXTURE_RECTANGLE_ARB: - clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0], - width, &i0, &i1, &a); - clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1], - height, &j0, &j1, &b); - slice = 0; - break; - - case GL_TEXTURE_1D: - case GL_TEXTURE_2D: - linear_texel_locations(tObj->WrapS, img, width, - texcoords[i][0], &i0, &i1, &a); - linear_texel_locations(tObj->WrapT, img, height, - texcoords[i][1], &j0, &j1, &b); - slice = 0; - break; - - case GL_TEXTURE_1D_ARRAY_EXT: - linear_texel_locations(tObj->WrapS, img, width, - texcoords[i][0], &i0, &i1, &a); - j0 = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); - j1 = j0; - slice = 0; - break; - - case GL_TEXTURE_2D_ARRAY_EXT: - linear_texel_locations(tObj->WrapS, img, width, - texcoords[i][0], &i0, &i1, &a); - linear_texel_locations(tObj->WrapT, img, height, - texcoords[i][1], &j0, &j1, &b); - slice = clamp_rect_coord_nearest(tObj->WrapR, texcoords[i][2], depth); - break; - default: - slice = 0; - } + linear_texcoord(tObj, texcoords[i], &i0, &i1, &j0, &j1, &slice, + &wi, &wj); useBorderTexel = 0; if (img->Border) { @@ -3046,213 +3089,29 @@ sample_depth_texture( GLcontext *ctx, } } - if (0) { - /* compute a single weighted depth sample and do one comparison */ - const GLfloat depthSample - = lerp_2d(a, b, depth00, depth10, depth01, depth11); - if ((depthSample <= texcoords[i][compare_coord] && function == GL_LEQUAL) || - (depthSample >= texcoords[i][compare_coord] && function == GL_GEQUAL)) { - result = ambient; - } - else { - result = CHAN_MAX; - } - } - else { - /* Do four depth/R comparisons and compute a weighted result. - * If this touches on somebody's I.P., I'll remove this code - * upon request. - */ - const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F; - GLfloat luminance = CHAN_MAXF; - - switch (function) { - case GL_LEQUAL: - if (depth00 <= texcoords[i][compare_coord]) luminance -= d; - if (depth01 <= texcoords[i][compare_coord]) luminance -= d; - if (depth10 <= texcoords[i][compare_coord]) luminance -= d; - if (depth11 <= texcoords[i][compare_coord]) luminance -= d; - result = (GLchan) luminance; - break; - case GL_GEQUAL: - if (depth00 >= texcoords[i][compare_coord]) luminance -= d; - if (depth01 >= texcoords[i][compare_coord]) luminance -= d; - if (depth10 >= texcoords[i][compare_coord]) luminance -= d; - if (depth11 >= texcoords[i][compare_coord]) luminance -= d; - result = (GLchan) luminance; - break; - case GL_LESS: - if (depth00 < texcoords[i][compare_coord]) luminance -= d; - if (depth01 < texcoords[i][compare_coord]) luminance -= d; - if (depth10 < texcoords[i][compare_coord]) luminance -= d; - if (depth11 < texcoords[i][compare_coord]) luminance -= d; - result = (GLchan) luminance; - break; - case GL_GREATER: - if (depth00 > texcoords[i][compare_coord]) luminance -= d; - if (depth01 > texcoords[i][compare_coord]) luminance -= d; - if (depth10 > texcoords[i][compare_coord]) luminance -= d; - if (depth11 > texcoords[i][compare_coord]) luminance -= d; - result = (GLchan) luminance; - break; - case GL_EQUAL: - if (depth00 == texcoords[i][compare_coord]) luminance -= d; - if (depth01 == texcoords[i][compare_coord]) luminance -= d; - if (depth10 == texcoords[i][compare_coord]) luminance -= d; - if (depth11 == texcoords[i][compare_coord]) luminance -= d; - result = (GLchan) luminance; - break; - case GL_NOTEQUAL: - if (depth00 != texcoords[i][compare_coord]) luminance -= d; - if (depth01 != texcoords[i][compare_coord]) luminance -= d; - if (depth10 != texcoords[i][compare_coord]) luminance -= d; - if (depth11 != texcoords[i][compare_coord]) luminance -= d; - result = (GLchan) luminance; - break; - case GL_ALWAYS: - result = 0; - break; - case GL_NEVER: - result = CHAN_MAX; - break; - case GL_NONE: - /* ordinary bilinear filtering */ - { - const GLfloat depthSample - = lerp_2d(a, b, depth00, depth10, depth01, depth11); - CLAMPED_FLOAT_TO_CHAN(result, depthSample); - } - break; - default: - _mesa_problem(ctx, "Bad compare func in sample_depth_texture"); - return; - } - } + result = shadow_compare4(function, texcoords[i][compare_coord], + depth00, depth01, depth10, depth11, + ambient, wi, wj); switch (tObj->DepthMode) { case GL_LUMINANCE: - texel[i][RCOMP] = result; - texel[i][GCOMP] = result; - texel[i][BCOMP] = result; - texel[i][ACOMP] = CHAN_MAX; + ASSIGN_4V(texel[i], result, result, result, 1.0F); break; case GL_INTENSITY: - texel[i][RCOMP] = result; - texel[i][GCOMP] = result; - texel[i][BCOMP] = result; - texel[i][ACOMP] = result; + ASSIGN_4V(texel[i], result, result, result, result); break; case GL_ALPHA: - texel[i][RCOMP] = 0; - texel[i][GCOMP] = 0; - texel[i][BCOMP] = 0; - texel[i][ACOMP] = result; + ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result); break; default: _mesa_problem(ctx, "Bad depth texture mode"); } + } /* for */ } /* if filter */ } -#if 0 -/* - * Experimental depth texture sampling function. - */ -static void -sample_depth_texture2(const GLcontext *ctx, - const struct gl_texture_unit *texUnit, - GLuint n, const GLfloat texcoords[][4], - GLchan texel[][4]) -{ - const struct gl_texture_object *texObj = texUnit->_Current; - const GLint baseLevel = texObj->BaseLevel; - const struct gl_texture_image *texImage = texObj->Image[0][baseLevel]; - const GLuint width = texImage->Width; - const GLuint height = texImage->Height; - GLchan ambient; - GLboolean lequal, gequal; - - if (texObj->Target != GL_TEXTURE_2D) { - _mesa_problem(ctx, "only 2-D depth textures supported at this time"); - return; - } - - if (texObj->MinFilter != texObj->MagFilter) { - _mesa_problem(ctx, "mipmapped depth textures not supported at this time"); - return; - } - - /* XXX the GL_SGIX_shadow extension spec doesn't say what to do if - * GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object - * isn't a depth texture. - */ - if (texImage->TexFormat->BaseFormat != GL_DEPTH_COMPONENT) { - _mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture"); - return; - } - - UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient); - - if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) { - lequal = GL_TRUE; - gequal = GL_FALSE; - } - else { - lequal = GL_FALSE; - gequal = GL_TRUE; - } - - { - GLuint i; - for (i = 0; i < n; i++) { - const GLint K = 3; - GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count; - GLfloat w; - GLchan lum; - col = nearest_texel_location(texObj->WrapS, img, width, - texcoords[i][0]); - row = nearest_texel_location(texObj->WrapT, img, height, - texcoords[i][1]); - - imin = col - K; - imax = col + K; - jmin = row - K; - jmax = row + K; - - if (imin < 0) imin = 0; - if (imax >= width) imax = width - 1; - if (jmin < 0) jmin = 0; - if (jmax >= height) jmax = height - 1; - - samples = (imax - imin + 1) * (jmax - jmin + 1); - count = 0; - for (jj = jmin; jj <= jmax; jj++) { - for (ii = imin; ii <= imax; ii++) { - GLfloat depthSample; - texImage->FetchTexelf(texImage, ii, jj, 0, &depthSample); - if ((depthSample <= r[i] && lequal) || - (depthSample >= r[i] && gequal)) { - count++; - } - } - } - - w = (GLfloat) count / (GLfloat) samples; - w = CHAN_MAXF - w * (CHAN_MAXF - (GLfloat) ambient); - lum = (GLint) w; - - texel[i][RCOMP] = lum; - texel[i][GCOMP] = lum; - texel[i][BCOMP] = lum; - texel[i][ACOMP] = CHAN_MAX; - } - } -} -#endif - - /** * We use this function when a texture object is in an "incomplete" state. * When a fragment program attempts to sample an incomplete texture we @@ -3263,7 +3122,7 @@ static void null_sample_func( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat rgba[][4]) { GLuint i; (void) ctx; |