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-rw-r--r--src/mesa/swrast/s_texfilter.c936
1 files changed, 829 insertions, 107 deletions
diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
index b2c5574d95..c2a7512388 100644
--- a/src/mesa/swrast/s_texfilter.c
+++ b/src/mesa/swrast/s_texfilter.c
@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
- * Version: 6.5.2
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 Brian Paul 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"),
@@ -2026,6 +2026,60 @@ sample_lambda_cube( GLcontext *ctx,
/* Texture Rectangle Sampling Functions */
/**********************************************************************/
+
+/**
+ * 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)
+{
+ if (wrapMode == GL_CLAMP) {
+ return IFLOOR( CLAMP(coord, 0.0F, max - 1) );
+ }
+ else if (wrapMode == GL_CLAMP_TO_EDGE) {
+ return IFLOOR( CLAMP(coord, 0.5F, max - 0.5F) );
+ }
+ else {
+ return IFLOOR( CLAMP(coord, -0.5F, max + 0.5F) );
+ }
+}
+
+
+/*
+ * As above, but GL_LINEAR filtering.
+ */
+static INLINE void
+clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
+ GLint *i0out, GLint *i1out)
+{
+ GLfloat fcol;
+ GLint i0, i1;
+ if (wrapMode == 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;
+ }
+ else if (wrapMode == 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;
+ }
+ else {
+ ASSERT(wrapMode == GL_CLAMP_TO_BORDER);
+ fcol = CLAMP(coord, -0.5F, max + 0.5F);
+ fcol -= 0.5F;
+ i0 = IFLOOR(fcol);
+ i1 = i0 + 1;
+ }
+ *i0out = i0;
+ *i1out = i1;
+}
+
+
static void
sample_nearest_rect(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
@@ -2050,29 +2104,10 @@ sample_nearest_rect(GLcontext *ctx,
tObj->WrapT == GL_CLAMP_TO_BORDER);
ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
- /* XXX move Wrap mode tests outside of loops for common cases */
for (i = 0; i < n; i++) {
GLint row, col;
- /* NOTE: we DO NOT use [0, 1] texture coordinates! */
- if (tObj->WrapS == GL_CLAMP) {
- col = IFLOOR( CLAMP(texcoords[i][0], 0.0F, width - 1) );
- }
- else if (tObj->WrapS == GL_CLAMP_TO_EDGE) {
- col = IFLOOR( CLAMP(texcoords[i][0], 0.5F, width - 0.5F) );
- }
- else {
- col = IFLOOR( CLAMP(texcoords[i][0], -0.5F, width + 0.5F) );
- }
- if (tObj->WrapT == GL_CLAMP) {
- row = IFLOOR( CLAMP(texcoords[i][1], 0.0F, height - 1) );
- }
- else if (tObj->WrapT == GL_CLAMP_TO_EDGE) {
- row = IFLOOR( CLAMP(texcoords[i][1], 0.5F, height - 0.5F) );
- }
- else {
- row = IFLOOR( CLAMP(texcoords[i][1], -0.5F, height + 0.5F) );
- }
-
+ 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_minus_1 || row < 0 || row > height_minus_1)
COPY_CHAN4(rgba[i], tObj->_BorderChan);
else
@@ -2232,6 +2267,597 @@ sample_lambda_rect( GLcontext *ctx,
+/**********************************************************************/
+/* 2D Texture Array Sampling Functions */
+/**********************************************************************/
+
+/*
+ * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
+ */
+static void
+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])
+{
+ const GLint width = img->Width2; /* without border, power of two */
+ const GLint height = img->Height2; /* without border, power of two */
+ const GLint depth = img->Depth;
+ GLint i, j;
+ GLint array;
+ (void) ctx;
+
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j);
+ array = clamp_rect_coord_nearest(tObj->WrapR, texcoord[2], depth);
+
+ if (i < 0 || i >= (GLint) img->Width ||
+ 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);
+ }
+ else {
+ img->FetchTexelc(img, i, j, array, rgba);
+ }
+}
+
+
+
+/*
+ * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
+ */
+static void
+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])
+{
+ const GLint width = img->Width2;
+ const GLint height = img->Height2;
+ const GLint depth = img->Depth;
+ GLint i0, j0, i1, j1;
+ GLint array;
+ GLbitfield useBorderColor = 0x0;
+ GLfloat u, v;
+ GLfloat a, b;
+ GLchan t00[4], t01[4], t10[4], t11[4];
+
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1);
+ array = clamp_rect_coord_nearest(tObj->WrapR, texcoord[2], depth);
+
+ if (array < 0 || array >= depth) {
+ COPY_CHAN4(rgba, tObj->_BorderChan);
+ }
+ else {
+ if (img->Border) {
+ i0 += img->Border;
+ i1 += img->Border;
+ j0 += img->Border;
+ j1 += img->Border;
+ }
+ else {
+ /* check if sampling texture border color */
+ if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
+ if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
+ if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT;
+ if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT;
+ }
+
+ /* Fetch texels */
+ if (useBorderColor & (I0BIT | J0BIT)) {
+ COPY_CHAN4(t00, tObj->_BorderChan);
+ }
+ else {
+ img->FetchTexelc(img, i0, j0, array, t00);
+ }
+ if (useBorderColor & (I1BIT | J0BIT)) {
+ COPY_CHAN4(t10, tObj->_BorderChan);
+ }
+ else {
+ img->FetchTexelc(img, i1, j0, array, t10);
+ }
+ if (useBorderColor & (I0BIT | J1BIT)) {
+ COPY_CHAN4(t01, tObj->_BorderChan);
+ }
+ else {
+ img->FetchTexelc(img, i0, j1, array, t01);
+ }
+ if (useBorderColor & (I1BIT | J1BIT)) {
+ COPY_CHAN4(t11, tObj->_BorderChan);
+ }
+ else {
+ img->FetchTexelc(img, i1, j1, array, t11);
+ }
+
+ /* trilinear interpolation of samples */
+ a = FRAC(u);
+ b = FRAC(v);
+ lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11);
+ }
+}
+
+
+
+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] )
+{
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i],
+ rgba[i]);
+ }
+}
+
+
+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])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][level],
+ texcoord[i], rgba[i]);
+ }
+}
+
+
+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])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLchan t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+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])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLchan t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+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])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i=0;i<n;i++) {
+ sample_2d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+
+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])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i=0;i<n;i++) {
+ sample_2d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+/*
+ * Given an (s,t,r) texture coordinate and lambda (level of detail) value,
+ * return a texture sample.
+ */
+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])
+{
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
+ GLuint i;
+
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(tObj, n, lambda,
+ &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ for (i = minStart; i < minEnd; i++)
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = minStart; i < minEnd; i++)
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_2d_array_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_2d_array_linear_mipmap_nearest(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart,
+ rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_2d_array_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sample_2d_array_linear_mipmap_linear(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart,
+ rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_2d_array_texture");
+ return;
+ }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ for (i = magStart; i < magEnd; i++)
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = magStart; i < magEnd; i++)
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_2d_array_texture");
+ return;
+ }
+ }
+}
+
+
+
+
+/**********************************************************************/
+/* 1D Texture Array Sampling Functions */
+/**********************************************************************/
+
+/*
+ * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
+ */
+static void
+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])
+{
+ const GLint width = img->Width2; /* without border, power of two */
+ const GLint height = img->Height;
+ GLint i;
+ GLint array;
+ (void) ctx;
+
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
+ array = clamp_rect_coord_nearest(tObj->WrapT, texcoord[1], height);
+
+ 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);
+ }
+ else {
+ img->FetchTexelc(img, i, array, 0, rgba);
+ }
+}
+
+
+
+/*
+ * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
+ */
+static void
+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])
+{
+ const GLint width = img->Width2;
+ const GLint height = img->Height;
+ GLint i0, i1;
+ GLint array;
+ GLbitfield useBorderColor = 0x0;
+ GLfloat u;
+ GLfloat a;
+ GLchan t0[4], t1[4];
+
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
+ array = clamp_rect_coord_nearest(tObj->WrapT, texcoord[1], height);
+
+ if (img->Border) {
+ i0 += img->Border;
+ i1 += img->Border;
+ }
+ else {
+ /* check if sampling texture border color */
+ if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
+ if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
+ }
+
+ if (array < 0 || array >= height) useBorderColor |= K0BIT;
+
+ /* Fetch texels */
+ if (useBorderColor & (I0BIT | K0BIT)) {
+ COPY_CHAN4(t0, tObj->_BorderChan);
+ }
+ else {
+ img->FetchTexelc(img, i0, array, 0, t0);
+ }
+ if (useBorderColor & (I1BIT | K0BIT)) {
+ COPY_CHAN4(t1, tObj->_BorderChan);
+ }
+ else {
+ img->FetchTexelc(img, i1, array, 0, t1);
+ }
+
+ /* bilinear interpolation of samples */
+ a = FRAC(u);
+ lerp_rgba(rgba, a, t0, t1);
+}
+
+
+
+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] )
+{
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i],
+ rgba[i]);
+ }
+}
+
+
+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])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_1d_array_linear(ctx, tObj, tObj->Image[0][level],
+ texcoord[i], rgba[i]);
+ }
+}
+
+
+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])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLchan 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);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+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])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLchan 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);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+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])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i=0;i<n;i++) {
+ sample_1d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+
+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])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i=0;i<n;i++) {
+ sample_1d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+/*
+ * Given an (s,t,r) texture coordinate and lambda (level of detail) value,
+ * return a texture sample.
+ */
+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])
+{
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
+ GLuint i;
+
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(tObj, n, lambda,
+ &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ for (i = minStart; i < minEnd; i++)
+ sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = minStart; i < minEnd; i++)
+ sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_1d_array_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_1d_array_linear_mipmap_nearest(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart,
+ rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_1d_array_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sample_1d_array_linear_mipmap_linear(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart,
+ rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_1d_array_texture");
+ return;
+ }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ for (i = magStart; i < magEnd; i++)
+ sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = magStart; i < magEnd; i++)
+ sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_1d_array_texture");
+ return;
+ }
+ }
+}
+
+
+
+
/*
* Sample a shadow/depth texture.
*/
@@ -2245,6 +2871,9 @@ sample_depth_texture( GLcontext *ctx,
const struct gl_texture_image *img = tObj->Image[0][baseLevel];
const GLint width = img->Width;
const GLint height = img->Height;
+ const GLint depth = img->Depth;
+ const GLuint compare_coord = (tObj->Target == GL_TEXTURE_2D_ARRAY_EXT)
+ ? 3 : 2;
GLchan ambient;
GLenum function;
GLchan result;
@@ -2256,41 +2885,61 @@ sample_depth_texture( GLcontext *ctx,
ASSERT(tObj->Target == GL_TEXTURE_1D ||
tObj->Target == GL_TEXTURE_2D ||
- tObj->Target == GL_TEXTURE_RECTANGLE_NV);
+ tObj->Target == GL_TEXTURE_RECTANGLE_NV ||
+ tObj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
+ tObj->Target == GL_TEXTURE_2D_ARRAY_EXT);
UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient);
/* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */
- /* XXX this could be precomputed and saved in the texture object */
- if (tObj->CompareFlag) {
- /* GL_SGIX_shadow */
- if (tObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
- function = GL_LEQUAL;
- }
- else {
- ASSERT(tObj->CompareOperator == GL_TEXTURE_GEQUAL_R_SGIX);
- function = GL_GEQUAL;
- }
- }
- else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
- /* GL_ARB_shadow */
- function = tObj->CompareFunc;
- }
- else {
- function = GL_NONE; /* pass depth through as grayscale */
- }
-
+ function = tObj->_Function;
if (tObj->MagFilter == GL_NEAREST) {
GLuint i;
for (i = 0; i < n; i++) {
GLfloat depthSample;
- GLint col, row;
- /* XXX fix for texture rectangle! */
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], width, col);
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], height, row);
- if (col >= 0 && row >= 0 && col < width && row < height) {
- img->FetchTexelf(img, col, row, 0, &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:
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0],
+ width, col);
+ row = 0;
+ slice = 0;
+ break;
+
+ case GL_TEXTURE_2D:
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0],
+ width, col);
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1],
+ height, row);
+ slice = 0;
+ break;
+
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0],
+ width, col);
+ row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height);
+ slice = 0;
+
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0],
+ width, col);
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1],
+ height, row);
+ slice = clamp_rect_coord_nearest(tObj->WrapR, texcoords[i][2], depth);
+ break;
+ }
+
+ if (col >= 0 && row >= 0 && col < width && row < height &&
+ slice >= 0 && slice < depth) {
+ img->FetchTexelf(img, col, row, slice, &depthSample);
}
else {
depthSample = tObj->BorderColor[0];
@@ -2298,22 +2947,22 @@ sample_depth_texture( GLcontext *ctx,
switch (function) {
case GL_LEQUAL:
- result = (texcoords[i][2] <= depthSample) ? CHAN_MAX : ambient;
+ result = (texcoords[i][compare_coord] <= depthSample) ? CHAN_MAX : ambient;
break;
case GL_GEQUAL:
- result = (texcoords[i][2] >= depthSample) ? CHAN_MAX : ambient;
+ result = (texcoords[i][compare_coord] >= depthSample) ? CHAN_MAX : ambient;
break;
case GL_LESS:
- result = (texcoords[i][2] < depthSample) ? CHAN_MAX : ambient;
+ result = (texcoords[i][compare_coord] < depthSample) ? CHAN_MAX : ambient;
break;
case GL_GREATER:
- result = (texcoords[i][2] > depthSample) ? CHAN_MAX : ambient;
+ result = (texcoords[i][compare_coord] > depthSample) ? CHAN_MAX : ambient;
break;
case GL_EQUAL:
- result = (texcoords[i][2] == depthSample) ? CHAN_MAX : ambient;
+ result = (texcoords[i][compare_coord] == depthSample) ? CHAN_MAX : ambient;
break;
case GL_NOTEQUAL:
- result = (texcoords[i][2] != depthSample) ? CHAN_MAX : ambient;
+ result = (texcoords[i][compare_coord] != depthSample) ? CHAN_MAX : ambient;
break;
case GL_ALWAYS:
result = CHAN_MAX;
@@ -2359,19 +3008,52 @@ sample_depth_texture( GLcontext *ctx,
for (i = 0; i < n; i++) {
GLfloat depth00, depth01, depth10, depth11;
GLint i0, i1, j0, j1;
+ GLint slice;
GLfloat u, v;
GLuint useBorderTexel;
- /* XXX fix for texture rectangle! */
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], u, width, i0, i1);
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1], v, height,j0, j1);
+ switch (tObj->Target) {
+ case GL_TEXTURE_RECTANGLE_ARB:
+ clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0],
+ width, &i0, &i1);
+ clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1],
+ height, &j0, &j1);
+ slice = 0;
+ break;
+
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_2D:
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0],
+ u, width, i0, i1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1],
+ v, height,j0, j1);
+ slice = 0;
+ break;
+
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0],
+ u, width, i0, i1);
+ j0 = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height);
+ j1 = j0;
+ slice = 0;
+
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0],
+ u, width, i0, i1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1],
+ v, height,j0, j1);
+ slice = clamp_rect_coord_nearest(tObj->WrapR, texcoords[i][2], depth);
+ break;
+ }
useBorderTexel = 0;
if (img->Border) {
i0 += img->Border;
i1 += img->Border;
- j0 += img->Border;
- j1 += img->Border;
+ if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) {
+ j0 += img->Border;
+ j1 += img->Border;
+ }
}
else {
if (i0 < 0 || i0 >= (GLint) width) useBorderTexel |= I0BIT;
@@ -2380,30 +3062,45 @@ sample_depth_texture( GLcontext *ctx,
if (j1 < 0 || j1 >= (GLint) height) useBorderTexel |= J1BIT;
}
- /* get four depth samples from the texture */
- if (useBorderTexel & (I0BIT | J0BIT)) {
+ if (slice < 0 || slice >= (GLint) depth) {
depth00 = tObj->BorderColor[0];
- }
- else {
- img->FetchTexelf(img, i0, j0, 0, &depth00);
- }
- if (useBorderTexel & (I1BIT | J0BIT)) {
- depth10 = tObj->BorderColor[0];
- }
- else {
- img->FetchTexelf(img, i1, j0, 0, &depth10);
- }
- if (useBorderTexel & (I0BIT | J1BIT)) {
depth01 = tObj->BorderColor[0];
- }
- else {
- img->FetchTexelf(img, i0, j1, 0, &depth01);
- }
- if (useBorderTexel & (I1BIT | J1BIT)) {
+ depth10 = tObj->BorderColor[0];
depth11 = tObj->BorderColor[0];
}
else {
- img->FetchTexelf(img, i1, j1, 0, &depth11);
+ /* get four depth samples from the texture */
+ if (useBorderTexel & (I0BIT | J0BIT)) {
+ depth00 = tObj->BorderColor[0];
+ }
+ else {
+ img->FetchTexelf(img, i0, j0, slice, &depth00);
+ }
+ if (useBorderTexel & (I1BIT | J0BIT)) {
+ depth10 = tObj->BorderColor[0];
+ }
+ else {
+ img->FetchTexelf(img, i1, j0, slice, &depth10);
+ }
+
+ if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) {
+ if (useBorderTexel & (I0BIT | J1BIT)) {
+ depth01 = tObj->BorderColor[0];
+ }
+ else {
+ img->FetchTexelf(img, i0, j1, slice, &depth01);
+ }
+ if (useBorderTexel & (I1BIT | J1BIT)) {
+ depth11 = tObj->BorderColor[0];
+ }
+ else {
+ img->FetchTexelf(img, i1, j1, slice, &depth11);
+ }
+ }
+ else {
+ depth01 = depth00;
+ depth11 = depth10;
+ }
}
if (0) {
@@ -2412,8 +3109,8 @@ sample_depth_texture( GLcontext *ctx,
const GLfloat b = FRAC(v + 1.0F);
const GLfloat depthSample
= lerp_2d(a, b, depth00, depth10, depth01, depth11);
- if ((depthSample <= texcoords[i][2] && function == GL_LEQUAL) ||
- (depthSample >= texcoords[i][2] && function == GL_GEQUAL)) {
+ if ((depthSample <= texcoords[i][compare_coord] && function == GL_LEQUAL) ||
+ (depthSample >= texcoords[i][compare_coord] && function == GL_GEQUAL)) {
result = ambient;
}
else {
@@ -2430,45 +3127,45 @@ sample_depth_texture( GLcontext *ctx,
switch (function) {
case GL_LEQUAL:
- if (depth00 <= texcoords[i][2]) luminance -= d;
- if (depth01 <= texcoords[i][2]) luminance -= d;
- if (depth10 <= texcoords[i][2]) luminance -= d;
- if (depth11 <= texcoords[i][2]) luminance -= d;
+ 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][2]) luminance -= d;
- if (depth01 >= texcoords[i][2]) luminance -= d;
- if (depth10 >= texcoords[i][2]) luminance -= d;
- if (depth11 >= texcoords[i][2]) luminance -= d;
+ 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][2]) luminance -= d;
- if (depth01 < texcoords[i][2]) luminance -= d;
- if (depth10 < texcoords[i][2]) luminance -= d;
- if (depth11 < texcoords[i][2]) luminance -= d;
+ 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][2]) luminance -= d;
- if (depth01 > texcoords[i][2]) luminance -= d;
- if (depth10 > texcoords[i][2]) luminance -= d;
- if (depth11 > texcoords[i][2]) luminance -= d;
+ 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][2]) luminance -= d;
- if (depth01 == texcoords[i][2]) luminance -= d;
- if (depth10 == texcoords[i][2]) luminance -= d;
- if (depth11 == texcoords[i][2]) luminance -= d;
+ 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][2]) luminance -= d;
- if (depth01 != texcoords[i][2]) luminance -= d;
- if (depth10 != texcoords[i][2]) luminance -= d;
- if (depth11 != texcoords[i][2]) luminance -= d;
+ 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:
@@ -2650,7 +3347,7 @@ texture_sample_func
_swrast_choose_texture_sample_func( GLcontext *ctx,
const struct gl_texture_object *t )
{
- if (!t || !t->Complete) {
+ if (!t || !t->_Complete) {
return &null_sample_func;
}
else {
@@ -2727,7 +3424,10 @@ _swrast_choose_texture_sample_func( GLcontext *ctx,
return &sample_nearest_cube;
}
case GL_TEXTURE_RECTANGLE_NV:
- if (needLambda) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_rect;
}
else if (t->MinFilter == GL_LINEAR) {
@@ -2737,6 +3437,28 @@ _swrast_choose_texture_sample_func( GLcontext *ctx,
ASSERT(t->MinFilter == GL_NEAREST);
return &sample_nearest_rect;
}
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ if (needLambda) {
+ return &sample_lambda_1d_array;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ return &sample_linear_1d_array;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ return &sample_nearest_1d_array;
+ }
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ if (needLambda) {
+ return &sample_lambda_2d_array;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ return &sample_linear_2d_array;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ return &sample_nearest_2d_array;
+ }
default:
_mesa_problem(ctx,
"invalid target in _swrast_choose_texture_sample_func");