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-rw-r--r--src/mesa/swrast/s_texfilter.c1018
1 files changed, 477 insertions, 541 deletions
diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
index 9e44fba3da..6b1dfd5d50 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: 7.0.3
+ * Version: 7.3
*
- * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2008 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"),
@@ -33,6 +33,16 @@
#include "s_texfilter.h"
+/*
+ * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes
+ * see 1-pixel bands of improperly weighted linear-filtered textures.
+ * The tests/texwrap.c demo is a good test.
+ * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
+ * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
+ */
+#define FRAC(f) ((f) - IFLOOR(f))
+
+
/**
* Constants for integer linear interpolation.
*/
@@ -223,257 +233,271 @@ lerp_rgba_3d(GLchan result[4], GLfloat a, GLfloat b, GLfloat c,
* Used to compute texel locations for linear sampling.
* Input:
* wrapMode = GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER
- * S = texcoord in [0,1]
- * SIZE = width (or height or depth) of texture
+ * s = texcoord in [0,1]
+ * size = width (or height or depth) of texture
* Output:
- * U = texcoord in [0, width]
- * I0, I1 = two nearest texel indexes
+ * i0, i1 = returns two nearest texel indexes
+ * weight = returns blend factor between texels
*/
-#define COMPUTE_LINEAR_TEXEL_LOCATIONS(wrapMode, S, U, SIZE, I0, I1) \
-{ \
- switch (wrapMode) { \
- case GL_REPEAT: \
- U = S * SIZE - 0.5F; \
- if (img->_IsPowerOfTwo) { \
- I0 = IFLOOR(U) & (SIZE - 1); \
- I1 = (I0 + 1) & (SIZE - 1); \
- } \
- else { \
- I0 = REMAINDER(IFLOOR(U), SIZE); \
- I1 = REMAINDER(I0 + 1, SIZE); \
- } \
- break; \
- case GL_CLAMP_TO_EDGE: \
- if (S <= 0.0F) \
- U = 0.0F; \
- else if (S >= 1.0F) \
- U = (GLfloat) SIZE; \
- else \
- U = S * SIZE; \
- U -= 0.5F; \
- I0 = IFLOOR(U); \
- I1 = I0 + 1; \
- if (I0 < 0) \
- I0 = 0; \
- if (I1 >= (GLint) SIZE) \
- I1 = SIZE - 1; \
- break; \
- case GL_CLAMP_TO_BORDER: \
- { \
- const GLfloat min = -1.0F / (2.0F * SIZE); \
- const GLfloat max = 1.0F - min; \
- if (S <= min) \
- U = min * SIZE; \
- else if (S >= max) \
- U = max * SIZE; \
- else \
- U = S * SIZE; \
- U -= 0.5F; \
- I0 = IFLOOR(U); \
- I1 = I0 + 1; \
- } \
- break; \
- case GL_MIRRORED_REPEAT: \
- { \
- const GLint flr = IFLOOR(S); \
- if (flr & 1) \
- U = 1.0F - (S - (GLfloat) flr); /* flr is odd */ \
- else \
- U = S - (GLfloat) flr; /* flr is even */ \
- U = (U * SIZE) - 0.5F; \
- I0 = IFLOOR(U); \
- I1 = I0 + 1; \
- if (I0 < 0) \
- I0 = 0; \
- if (I1 >= (GLint) SIZE) \
- I1 = SIZE - 1; \
- } \
- break; \
- case GL_MIRROR_CLAMP_EXT: \
- U = FABSF(S); \
- if (U >= 1.0F) \
- U = (GLfloat) SIZE; \
- else \
- U *= SIZE; \
- U -= 0.5F; \
- I0 = IFLOOR(U); \
- I1 = I0 + 1; \
- break; \
- case GL_MIRROR_CLAMP_TO_EDGE_EXT: \
- U = FABSF(S); \
- if (U >= 1.0F) \
- U = (GLfloat) SIZE; \
- else \
- U *= SIZE; \
- U -= 0.5F; \
- I0 = IFLOOR(U); \
- I1 = I0 + 1; \
- if (I0 < 0) \
- I0 = 0; \
- if (I1 >= (GLint) SIZE) \
- I1 = SIZE - 1; \
- break; \
- case GL_MIRROR_CLAMP_TO_BORDER_EXT: \
- { \
- const GLfloat min = -1.0F / (2.0F * SIZE); \
- const GLfloat max = 1.0F - min; \
- U = FABSF(S); \
- if (U <= min) \
- U = min * SIZE; \
- else if (U >= max) \
- U = max * SIZE; \
- else \
- U *= SIZE; \
- U -= 0.5F; \
- I0 = IFLOOR(U); \
- I1 = I0 + 1; \
- } \
- break; \
- case GL_CLAMP: \
- if (S <= 0.0F) \
- U = 0.0F; \
- else if (S >= 1.0F) \
- U = (GLfloat) SIZE; \
- else \
- U = S * SIZE; \
- U -= 0.5F; \
- I0 = IFLOOR(U); \
- I1 = I0 + 1; \
- break; \
- default: \
- _mesa_problem(ctx, "Bad wrap mode"); \
- return; \
- } \
+static INLINE void
+linear_texel_locations(GLenum wrapMode,
+ const struct gl_texture_image *img,
+ GLint size, GLfloat s,
+ GLint *i0, GLint *i1, GLfloat *weight)
+{
+ GLfloat u;
+ switch (wrapMode) {
+ case GL_REPEAT:
+ u = s * size - 0.5F;
+ if (img->_IsPowerOfTwo) {
+ *i0 = IFLOOR(u) & (size - 1);
+ *i1 = (*i0 + 1) & (size - 1);
+ }
+ else {
+ *i0 = REMAINDER(IFLOOR(u), size);
+ *i1 = REMAINDER(*i0 + 1, size);
+ }
+ break;
+ case GL_CLAMP_TO_EDGE:
+ if (s <= 0.0F)
+ u = 0.0F;
+ else if (s >= 1.0F)
+ u = (GLfloat) size;
+ else
+ u = s * size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ if (*i0 < 0)
+ *i0 = 0;
+ if (*i1 >= (GLint) size)
+ *i1 = size - 1;
+ break;
+ case GL_CLAMP_TO_BORDER:
+ {
+ const GLfloat min = -1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ if (s <= min)
+ u = min * size;
+ else if (s >= max)
+ u = max * size;
+ else
+ u = s * size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ }
+ break;
+ case GL_MIRRORED_REPEAT:
+ {
+ const GLint flr = IFLOOR(s);
+ if (flr & 1)
+ u = 1.0F - (s - (GLfloat) flr);
+ else
+ u = s - (GLfloat) flr;
+ u = (u * size) - 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ if (*i0 < 0)
+ *i0 = 0;
+ if (*i1 >= (GLint) size)
+ *i1 = size - 1;
+ }
+ break;
+ case GL_MIRROR_CLAMP_EXT:
+ u = FABSF(s);
+ if (u >= 1.0F)
+ u = (GLfloat) size;
+ else
+ u *= size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ break;
+ case GL_MIRROR_CLAMP_TO_EDGE_EXT:
+ u = FABSF(s);
+ if (u >= 1.0F)
+ u = (GLfloat) size;
+ else
+ u *= size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ if (*i0 < 0)
+ *i0 = 0;
+ if (*i1 >= (GLint) size)
+ *i1 = size - 1;
+ break;
+ case GL_MIRROR_CLAMP_TO_BORDER_EXT:
+ {
+ const GLfloat min = -1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ u = FABSF(s);
+ if (u <= min)
+ u = min * size;
+ else if (u >= max)
+ u = max * size;
+ else
+ u *= size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ }
+ break;
+ case GL_CLAMP:
+ if (s <= 0.0F)
+ u = 0.0F;
+ else if (s >= 1.0F)
+ u = (GLfloat) size;
+ else
+ u = s * size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ break;
+ default:
+ _mesa_problem(NULL, "Bad wrap mode");
+ u = 0.0F;
+ }
+ *weight = FRAC(u);
}
/**
* Used to compute texel location for nearest sampling.
*/
-#define COMPUTE_NEAREST_TEXEL_LOCATION(wrapMode, S, SIZE, I) \
-{ \
- switch (wrapMode) { \
- case GL_REPEAT: \
- /* s limited to [0,1) */ \
- /* i limited to [0,size-1] */ \
- I = IFLOOR(S * SIZE); \
- if (img->_IsPowerOfTwo) \
- I &= (SIZE - 1); \
- else \
- I = REMAINDER(I, SIZE); \
- break; \
- case GL_CLAMP_TO_EDGE: \
- { \
- /* s limited to [min,max] */ \
- /* i limited to [0, size-1] */ \
- const GLfloat min = 1.0F / (2.0F * SIZE); \
- const GLfloat max = 1.0F - min; \
- if (S < min) \
- I = 0; \
- else if (S > max) \
- I = SIZE - 1; \
- else \
- I = IFLOOR(S * SIZE); \
- } \
- break; \
- case GL_CLAMP_TO_BORDER: \
- { \
- /* s limited to [min,max] */ \
- /* i limited to [-1, size] */ \
- const GLfloat min = -1.0F / (2.0F * SIZE); \
- const GLfloat max = 1.0F - min; \
- if (S <= min) \
- I = -1; \
- else if (S >= max) \
- I = SIZE; \
- else \
- I = IFLOOR(S * SIZE); \
- } \
- break; \
- case GL_MIRRORED_REPEAT: \
- { \
- const GLfloat min = 1.0F / (2.0F * SIZE); \
- const GLfloat max = 1.0F - min; \
- const GLint flr = IFLOOR(S); \
- GLfloat u; \
- if (flr & 1) \
- u = 1.0F - (S - (GLfloat) flr); /* flr is odd */ \
- else \
- u = S - (GLfloat) flr; /* flr is even */ \
- if (u < min) \
- I = 0; \
- else if (u > max) \
- I = SIZE - 1; \
- else \
- I = IFLOOR(u * SIZE); \
- } \
- break; \
- case GL_MIRROR_CLAMP_EXT: \
- { \
- /* s limited to [0,1] */ \
- /* i limited to [0,size-1] */ \
- const GLfloat u = FABSF(S); \
- if (u <= 0.0F) \
- I = 0; \
- else if (u >= 1.0F) \
- I = SIZE - 1; \
- else \
- I = IFLOOR(u * SIZE); \
- } \
- break; \
- case GL_MIRROR_CLAMP_TO_EDGE_EXT: \
- { \
- /* s limited to [min,max] */ \
- /* i limited to [0, size-1] */ \
- const GLfloat min = 1.0F / (2.0F * SIZE); \
- const GLfloat max = 1.0F - min; \
- const GLfloat u = FABSF(S); \
- if (u < min) \
- I = 0; \
- else if (u > max) \
- I = SIZE - 1; \
- else \
- I = IFLOOR(u * SIZE); \
- } \
- break; \
- case GL_MIRROR_CLAMP_TO_BORDER_EXT: \
- { \
- /* s limited to [min,max] */ \
- /* i limited to [0, size-1] */ \
- const GLfloat min = -1.0F / (2.0F * SIZE); \
- const GLfloat max = 1.0F - min; \
- const GLfloat u = FABSF(S); \
- if (u < min) \
- I = -1; \
- else if (u > max) \
- I = SIZE; \
- else \
- I = IFLOOR(u * SIZE); \
- } \
- break; \
- case GL_CLAMP: \
- /* s limited to [0,1] */ \
- /* i limited to [0,size-1] */ \
- if (S <= 0.0F) \
- I = 0; \
- else if (S >= 1.0F) \
- I = SIZE - 1; \
- else \
- I = IFLOOR(S * SIZE); \
- break; \
- default: \
- _mesa_problem(ctx, "Bad wrap mode"); \
- return; \
- } \
+static INLINE GLint
+nearest_texel_location(GLenum wrapMode,
+ const struct gl_texture_image *img,
+ GLint size, GLfloat s)
+{
+ GLint i;
+
+ switch (wrapMode) {
+ case GL_REPEAT:
+ /* s limited to [0,1) */
+ /* i limited to [0,size-1] */
+ i = IFLOOR(s * size);
+ if (img->_IsPowerOfTwo)
+ i &= (size - 1);
+ else
+ i = REMAINDER(i, size);
+ return i;
+ case GL_CLAMP_TO_EDGE:
+ {
+ /* s limited to [min,max] */
+ /* i limited to [0, size-1] */
+ const GLfloat min = 1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ if (s < min)
+ i = 0;
+ else if (s > max)
+ i = size - 1;
+ else
+ i = IFLOOR(s * size);
+ }
+ return i;
+ case GL_CLAMP_TO_BORDER:
+ {
+ /* s limited to [min,max] */
+ /* i limited to [-1, size] */
+ const GLfloat min = -1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ if (s <= min)
+ i = -1;
+ else if (s >= max)
+ i = size;
+ else
+ i = IFLOOR(s * size);
+ }
+ return i;
+ case GL_MIRRORED_REPEAT:
+ {
+ const GLfloat min = 1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ const GLint flr = IFLOOR(s);
+ GLfloat u;
+ if (flr & 1)
+ u = 1.0F - (s - (GLfloat) flr);
+ else
+ u = s - (GLfloat) flr;
+ if (u < min)
+ i = 0;
+ else if (u > max)
+ i = size - 1;
+ else
+ i = IFLOOR(u * size);
+ }
+ return i;
+ case GL_MIRROR_CLAMP_EXT:
+ {
+ /* s limited to [0,1] */
+ /* i limited to [0,size-1] */
+ const GLfloat u = FABSF(s);
+ if (u <= 0.0F)
+ i = 0;
+ else if (u >= 1.0F)
+ i = size - 1;
+ else
+ i = IFLOOR(u * size);
+ }
+ return i;
+ case GL_MIRROR_CLAMP_TO_EDGE_EXT:
+ {
+ /* s limited to [min,max] */
+ /* i limited to [0, size-1] */
+ const GLfloat min = 1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ const GLfloat u = FABSF(s);
+ if (u < min)
+ i = 0;
+ else if (u > max)
+ i = size - 1;
+ else
+ i = IFLOOR(u * size);
+ }
+ return i;
+ case GL_MIRROR_CLAMP_TO_BORDER_EXT:
+ {
+ /* s limited to [min,max] */
+ /* i limited to [0, size-1] */
+ const GLfloat min = -1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ const GLfloat u = FABSF(s);
+ if (u < min)
+ i = -1;
+ else if (u > max)
+ i = size;
+ else
+ i = IFLOOR(u * size);
+ }
+ return i;
+ case GL_CLAMP:
+ /* s limited to [0,1] */
+ /* i limited to [0,size-1] */
+ if (s <= 0.0F)
+ i = 0;
+ else if (s >= 1.0F)
+ i = size - 1;
+ else
+ i = IFLOOR(s * size);
+ return i;
+ default:
+ _mesa_problem(NULL, "Bad wrap mode");
+ return 0;
+ }
}
/* Power of two image sizes only */
-#define COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(S, U, SIZE, I0, I1) \
-{ \
- U = S * SIZE - 0.5F; \
- I0 = IFLOOR(U) & (SIZE - 1); \
- I1 = (I0 + 1) & (SIZE - 1); \
+static INLINE void
+linear_repeat_texel_location(GLuint size, GLfloat s,
+ GLint *i0, GLint *i1, GLfloat *weight)
+{
+ GLfloat u = s * size - 0.5F;
+ *i0 = IFLOOR(u) & (size - 1);
+ *i1 = (*i0 + 1) & (size - 1);
+ *weight = FRAC(u);
}
@@ -516,17 +540,6 @@ nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
/*
- * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes
- * see 1-pixel bands of improperly weighted linear-filtered textures.
- * The tests/texwrap.c demo is a good test.
- * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
- * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
- */
-#define FRAC(f) ((f) - IFLOOR(f))
-
-
-
-/*
* Bitflags for texture border color sampling.
*/
#define I0BIT 1
@@ -538,7 +551,7 @@ nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
-/*
+/**
* The lambda[] array values are always monotonic. Either the whole span
* will be minified, magnified, or split between the two. This function
* determines the subranges in [0, n-1] that are to be minified or magnified.
@@ -651,10 +664,10 @@ compute_min_mag_ranges(const struct gl_texture_object *tObj,
/* 1-D Texture Sampling Functions */
/**********************************************************************/
-/*
+/**
* Return the texture sample for coordinate (s) using GL_NEAREST filter.
*/
-static void
+static INLINE void
sample_1d_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
@@ -662,7 +675,7 @@ sample_1d_nearest(GLcontext *ctx,
{
const GLint width = img->Width2; /* without border, power of two */
GLint i;
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
+ i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
/* skip over the border, if any */
i += img->Border;
if (i < 0 || i >= (GLint) img->Width) {
@@ -675,10 +688,10 @@ sample_1d_nearest(GLcontext *ctx,
}
-/*
+/**
* Return the texture sample for coordinate (s) using GL_LINEAR filter.
*/
-static void
+static INLINE void
sample_1d_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
@@ -686,12 +699,11 @@ sample_1d_linear(GLcontext *ctx,
{
const GLint width = img->Width2;
GLint i0, i1;
- GLfloat u;
GLbitfield useBorderColor = 0x0;
GLfloat a;
GLchan t0[4], t1[4]; /* texels */
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
+ linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
if (img->Border) {
i0 += img->Border;
@@ -716,7 +728,6 @@ sample_1d_linear(GLcontext *ctx,
img->FetchTexelc(img, i1, 0, 0, t1);
}
- a = FRAC(u);
lerp_rgba(rgba, a, t0, t1);
}
@@ -776,7 +787,6 @@ sample_1d_nearest_mipmap_linear(GLcontext *ctx,
}
-
static void
sample_1d_linear_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
@@ -802,7 +812,7 @@ sample_1d_linear_mipmap_linear(GLcontext *ctx,
}
-
+/** Sample 1D texture, nearest filtering for both min/magnification */
static void
sample_nearest_1d( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
@@ -812,13 +822,13 @@ sample_nearest_1d( GLcontext *ctx,
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
- for (i=0;i<n;i++) {
+ for (i = 0; i < n; i++) {
sample_1d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
-
+/** Sample 1D texture, linear filtering for both min/magnification */
static void
sample_linear_1d( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
@@ -828,17 +838,13 @@ sample_linear_1d( GLcontext *ctx,
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
- for (i=0;i<n;i++) {
+ for (i = 0; i < n; i++) {
sample_1d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
-/*
- * Given an (s) texture coordinate and lambda (level of detail) value,
- * return a texture sample.
- *
- */
+/** Sample 1D texture, using lambda to choose between min/magnification */
static void
sample_lambda_1d( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
@@ -915,7 +921,7 @@ sample_lambda_1d( GLcontext *ctx,
/**********************************************************************/
-/*
+/**
* Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
*/
static INLINE void
@@ -930,8 +936,8 @@ sample_2d_nearest(GLcontext *ctx,
GLint i, j;
(void) ctx;
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j);
+ i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
+ j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]);
/* skip over the border, if any */
i += img->Border;
@@ -947,7 +953,6 @@ sample_2d_nearest(GLcontext *ctx,
}
-
/**
* Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
* New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
@@ -963,12 +968,11 @@ sample_2d_linear(GLcontext *ctx,
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
GLbitfield useBorderColor = 0x0;
- GLfloat u, v;
GLfloat a, b;
GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1);
+ linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+ linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b);
if (img->Border) {
i0 += img->Border;
@@ -1009,13 +1013,11 @@ sample_2d_linear(GLcontext *ctx,
img->FetchTexelc(img, i1, j1, 0, t11);
}
- a = FRAC(u);
- b = FRAC(v);
lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11);
}
-/*
+/**
* As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT.
* We don't have to worry about the texture border.
*/
@@ -1029,8 +1031,7 @@ sample_2d_linear_repeat(GLcontext *ctx,
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
- GLfloat u, v;
- GLfloat a, b;
+ GLfloat wi, wj;
GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
(void) ctx;
@@ -1041,21 +1042,18 @@ sample_2d_linear_repeat(GLcontext *ctx,
ASSERT(img->TexFormat->BaseFormat != GL_COLOR_INDEX);
ASSERT(img->_IsPowerOfTwo);
- COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[0], u, width, i0, i1);
- COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[1], v, height, j0, j1);
+ 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);
- a = FRAC(u);
- b = FRAC(v);
- lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11);
+ lerp_rgba_2d(rgba, wi, wj, t00, t10, t01, t11);
}
-
static void
sample_2d_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
@@ -1070,7 +1068,6 @@ sample_2d_nearest_mipmap_nearest(GLcontext *ctx,
}
-
static void
sample_2d_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
@@ -1086,7 +1083,6 @@ sample_2d_linear_mipmap_nearest(GLcontext *ctx,
}
-
static void
sample_2d_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
@@ -1112,8 +1108,6 @@ sample_2d_nearest_mipmap_linear(GLcontext *ctx,
}
-
-/* Trilinear filtering */
static void
sample_2d_linear_mipmap_linear( GLcontext *ctx,
const struct gl_texture_object *tObj,
@@ -1140,10 +1134,10 @@ sample_2d_linear_mipmap_linear( GLcontext *ctx,
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] )
+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])
{
GLuint i;
ASSERT(lambda != NULL);
@@ -1158,35 +1152,38 @@ sample_2d_linear_mipmap_linear_repeat( GLcontext *ctx,
else {
GLchan t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
- sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
- sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level ],
+ texcoord[i], t0);
+ sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level+1],
+ texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
+/** Sample 2D texture, nearest filtering for both min/magnification */
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] )
+sample_nearest_2d(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++) {
+ for (i = 0; i < n; i++) {
sample_2d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
-
+/** Sample 2D texture, linear filtering for both min/magnification */
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] )
+sample_linear_2d(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];
@@ -1195,19 +1192,19 @@ sample_linear_2d( GLcontext *ctx,
tObj->WrapT == GL_REPEAT &&
image->_IsPowerOfTwo &&
image->Border == 0) {
- for (i=0;i<n;i++) {
+ for (i = 0; i < n; i++) {
sample_2d_linear_repeat(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
else {
- for (i=0;i<n;i++) {
+ for (i = 0; i < n; i++) {
sample_2d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
}
-/*
+/**
* Optimized 2-D texture sampling:
* S and T wrap mode == GL_REPEAT
* GL_NEAREST min/mag filter
@@ -1216,10 +1213,10 @@ sample_linear_2d( GLcontext *ctx,
* Format = GL_RGB
*/
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] )
+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 struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
const GLfloat width = (GLfloat) img->Width;
@@ -1248,7 +1245,7 @@ opt_sample_rgb_2d( GLcontext *ctx,
}
-/*
+/**
* Optimized 2-D texture sampling:
* S and T wrap mode == GL_REPEAT
* GL_NEAREST min/mag filter
@@ -1257,10 +1254,10 @@ opt_sample_rgb_2d( GLcontext *ctx,
* Format = GL_RGBA
*/
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] )
+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 struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
const GLfloat width = (GLfloat) img->Width;
@@ -1287,15 +1284,12 @@ opt_sample_rgba_2d( GLcontext *ctx,
}
-/*
- * Given an array of texture coordinate and lambda (level of detail)
- * values, return an array of texture sample.
- */
+/** Sample 2D texture, using lambda to choose between min/magnification */
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] )
+sample_lambda_2d(GLcontext *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel];
GLuint minStart, minEnd; /* texels with minification */
@@ -1409,10 +1403,10 @@ sample_lambda_2d( GLcontext *ctx,
/* 3-D Texture Sampling Functions */
/**********************************************************************/
-/*
+/**
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
*/
-static void
+static INLINE void
sample_3d_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
@@ -1425,9 +1419,9 @@ sample_3d_nearest(GLcontext *ctx,
GLint i, j, k;
(void) ctx;
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j);
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapR, texcoord[2], depth, k);
+ i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
+ j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]);
+ k = nearest_texel_location(tObj->WrapR, img, depth, texcoord[2]);
if (i < 0 || i >= (GLint) img->Width ||
j < 0 || j >= (GLint) img->Height ||
@@ -1441,8 +1435,7 @@ sample_3d_nearest(GLcontext *ctx,
}
-
-/*
+/**
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
@@ -1457,14 +1450,13 @@ sample_3d_linear(GLcontext *ctx,
const GLint depth = img->Depth2;
GLint i0, j0, k0, i1, j1, k1;
GLbitfield useBorderColor = 0x0;
- GLfloat u, v, w;
GLfloat a, b, c;
GLchan t000[4], t010[4], t001[4], t011[4];
GLchan t100[4], t110[4], t101[4], t111[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);
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapR, texcoord[2], w, depth, k0, k1);
+ linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+ linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b);
+ linear_texel_locations(tObj->WrapR, img, depth, texcoord[2], &k0, &k1, &c);
if (img->Border) {
i0 += img->Border;
@@ -1536,14 +1528,10 @@ sample_3d_linear(GLcontext *ctx,
}
/* trilinear interpolation of samples */
- a = FRAC(u);
- b = FRAC(v);
- c = FRAC(w);
lerp_rgba_3d(rgba, a, b, c, t000, t100, t010, t110, t001, t101, t011, t111);
}
-
static void
sample_3d_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
@@ -1623,6 +1611,7 @@ sample_3d_linear_mipmap_linear(GLcontext *ctx,
}
+/** Sample 3D texture, nearest filtering for both min/magnification */
static void
sample_nearest_3d(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
@@ -1632,37 +1621,34 @@ sample_nearest_3d(GLcontext *ctx,
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
- for (i=0;i<n;i++) {
+ for (i = 0; i < n; i++) {
sample_3d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
-
+/** Sample 3D texture, linear filtering for both min/magnification */
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] )
+sample_linear_3d(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++) {
+ for (i = 0; i < n; i++) {
sample_3d_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.
- */
+/** Sample 3D texture, using lambda to choose between min/magnification */
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] )
+sample_lambda_3d(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 */
@@ -1951,11 +1937,12 @@ sample_cube_linear_mipmap_linear(GLcontext *ctx,
}
+/** Sample cube texture, using lambda to choose between min/magnification */
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])
+sample_lambda_cube(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 */
@@ -2031,50 +2018,56 @@ sample_lambda_cube( GLcontext *ctx,
static INLINE GLint
clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
{
- if (wrapMode == GL_CLAMP) {
+ switch (wrapMode) {
+ case GL_CLAMP:
return IFLOOR( CLAMP(coord, 0.0F, max - 1) );
- }
- else if (wrapMode == GL_CLAMP_TO_EDGE) {
+ case GL_CLAMP_TO_EDGE:
return IFLOOR( CLAMP(coord, 0.5F, max - 0.5F) );
- }
- else {
+ 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)
+ GLint *i0out, GLint *i1out, GLfloat *weight)
{
GLfloat fcol;
GLint i0, i1;
- if (wrapMode == GL_CLAMP) {
+ 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;
- }
- else if (wrapMode == GL_CLAMP_TO_EDGE) {
+ 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;
- }
- else {
- ASSERT(wrapMode == GL_CLAMP_TO_BORDER);
+ 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;
}
*i0out = i0;
*i1out = i1;
+ *weight = FRAC(fcol);
}
@@ -2085,10 +2078,8 @@ sample_nearest_rect(GLcontext *ctx,
GLchan rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][0];
- const GLfloat width = (GLfloat) img->Width;
- const GLfloat height = (GLfloat) img->Height;
- const GLint width_minus_1 = img->Width - 1;
- const GLint height_minus_1 = img->Height - 1;
+ const GLint width = img->Width;
+ const GLint height = img->Height;
GLuint i;
(void) ctx;
@@ -2106,7 +2097,7 @@ sample_nearest_rect(GLcontext *ctx,
GLint row, col;
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)
+ if (col < 0 || col >= width || row < 0 || row >= height)
COPY_CHAN4(rgba[i], tObj->_BorderChan);
else
img->FetchTexelc(img, col, row, 0, rgba[i]);
@@ -2121,10 +2112,8 @@ sample_linear_rect(GLcontext *ctx,
const GLfloat lambda[], GLchan rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][0];
- const GLfloat width = (GLfloat) img->Width;
- const GLfloat height = (GLfloat) img->Height;
- const GLint width_minus_1 = img->Width - 1;
- const GLint height_minus_1 = img->Height - 1;
+ const GLint width = img->Width;
+ const GLint height = img->Height;
GLuint i;
(void) ctx;
@@ -2138,64 +2127,22 @@ sample_linear_rect(GLcontext *ctx,
tObj->WrapT == GL_CLAMP_TO_BORDER);
ASSERT(img->TexFormat->BaseFormat != GL_COLOR_INDEX);
- /* XXX lots of opportunity for optimization in this loop */
for (i = 0; i < n; i++) {
- GLfloat frow, fcol;
GLint i0, j0, i1, j1;
GLchan t00[4], t01[4], t10[4], t11[4];
GLfloat a, b;
GLbitfield useBorderColor = 0x0;
- /* NOTE: we DO NOT use [0, 1] texture coordinates! */
- if (tObj->WrapS == GL_CLAMP) {
- /* Not exactly what the spec says, but it matches NVIDIA output */
- fcol = CLAMP(texcoords[i][0] - 0.5F, 0.0, width_minus_1);
- i0 = IFLOOR(fcol);
- i1 = i0 + 1;
- }
- else if (tObj->WrapS == GL_CLAMP_TO_EDGE) {
- fcol = CLAMP(texcoords[i][0], 0.5F, width - 0.5F);
- fcol -= 0.5F;
- i0 = IFLOOR(fcol);
- i1 = i0 + 1;
- if (i1 > width_minus_1)
- i1 = width_minus_1;
- }
- else {
- ASSERT(tObj->WrapS == GL_CLAMP_TO_BORDER);
- fcol = CLAMP(texcoords[i][0], -0.5F, width + 0.5F);
- fcol -= 0.5F;
- i0 = IFLOOR(fcol);
- i1 = i0 + 1;
- }
-
- if (tObj->WrapT == GL_CLAMP) {
- /* Not exactly what the spec says, but it matches NVIDIA output */
- frow = CLAMP(texcoords[i][1] - 0.5F, 0.0, width_minus_1);
- j0 = IFLOOR(frow);
- j1 = j0 + 1;
- }
- else if (tObj->WrapT == GL_CLAMP_TO_EDGE) {
- frow = CLAMP(texcoords[i][1], 0.5F, height - 0.5F);
- frow -= 0.5F;
- j0 = IFLOOR(frow);
- j1 = j0 + 1;
- if (j1 > height_minus_1)
- j1 = height_minus_1;
- }
- else {
- ASSERT(tObj->WrapT == GL_CLAMP_TO_BORDER);
- frow = CLAMP(texcoords[i][1], -0.5F, height + 0.5F);
- frow -= 0.5F;
- j0 = IFLOOR(frow);
- j1 = j0 + 1;
- }
+ 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);
/* compute integer rows/columns */
- if (i0 < 0 || i0 > width_minus_1) useBorderColor |= I0BIT;
- if (i1 < 0 || i1 > width_minus_1) useBorderColor |= I1BIT;
- if (j0 < 0 || j0 > height_minus_1) useBorderColor |= J0BIT;
- if (j1 < 0 || j1 > height_minus_1) useBorderColor |= J1BIT;
+ 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;
/* get four texel samples */
if (useBorderColor & (I0BIT | J0BIT))
@@ -2218,20 +2165,17 @@ sample_linear_rect(GLcontext *ctx,
else
img->FetchTexelc(img, i1, j1, 0, t11);
- /* compute interpolants */
- a = FRAC(fcol);
- b = FRAC(frow);
-
lerp_rgba_2d(rgba[i], a, b, t00, t10, t01, t11);
}
}
+/** Sample Rect texture, using lambda to choose between min/magnification */
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])
+sample_lambda_rect(GLcontext *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLchan rgba[][4])
{
GLuint minStart, minEnd, magStart, magEnd;
@@ -2243,22 +2187,22 @@ sample_lambda_rect( GLcontext *ctx,
if (minStart < minEnd) {
if (tObj->MinFilter == GL_NEAREST) {
- sample_nearest_rect( ctx, tObj, minEnd - minStart,
- texcoords + minStart, NULL, rgba + minStart);
+ sample_nearest_rect(ctx, tObj, minEnd - minStart,
+ texcoords + minStart, NULL, rgba + minStart);
}
else {
- sample_linear_rect( ctx, tObj, minEnd - minStart,
- texcoords + minStart, NULL, rgba + minStart);
+ sample_linear_rect(ctx, tObj, minEnd - minStart,
+ texcoords + minStart, NULL, rgba + minStart);
}
}
if (magStart < magEnd) {
if (tObj->MagFilter == GL_NEAREST) {
- sample_nearest_rect( ctx, tObj, magEnd - magStart,
- texcoords + magStart, NULL, rgba + magStart);
+ sample_nearest_rect(ctx, tObj, magEnd - magStart,
+ texcoords + magStart, NULL, rgba + magStart);
}
else {
- sample_linear_rect( ctx, tObj, magEnd - magStart,
- texcoords + magStart, NULL, rgba + magStart);
+ sample_linear_rect(ctx, tObj, magEnd - magStart,
+ texcoords + magStart, NULL, rgba + magStart);
}
}
}
@@ -2269,7 +2213,7 @@ 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
@@ -2286,8 +2230,8 @@ sample_2d_array_nearest(GLcontext *ctx,
GLint array;
(void) ctx;
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j);
+ i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
+ j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]);
array = clamp_rect_coord_nearest(tObj->WrapR, texcoord[2], depth);
if (i < 0 || i >= (GLint) img->Width ||
@@ -2302,8 +2246,7 @@ sample_2d_array_nearest(GLcontext *ctx,
}
-
-/*
+/**
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
@@ -2319,12 +2262,11 @@ sample_2d_array_linear(GLcontext *ctx,
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);
+ 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) {
@@ -2372,19 +2314,16 @@ sample_2d_array_linear(GLcontext *ctx,
}
/* 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] )
+ const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
for (i = 0; i < n; i++) {
@@ -2428,8 +2367,10 @@ sample_2d_array_nearest_mipmap_linear(GLcontext *ctx,
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);
+ 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);
}
}
@@ -2438,9 +2379,9 @@ sample_2d_array_nearest_mipmap_linear(GLcontext *ctx,
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 struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
ASSERT(lambda != NULL);
@@ -2453,30 +2394,34 @@ sample_2d_array_linear_mipmap_linear(GLcontext *ctx,
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);
+ 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);
}
}
}
+/** Sample 2D Array texture, nearest filtering for both min/magnification */
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])
+ 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++) {
+ for (i = 0; i < n; i++) {
sample_2d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
+/** Sample 2D Array texture, linear filtering for both min/magnification */
static void
sample_linear_2d_array(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
@@ -2486,16 +2431,13 @@ sample_linear_2d_array(GLcontext *ctx,
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
- for (i=0;i<n;i++) {
+ 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.
- */
+/** Sample 2D Array texture, using lambda to choose between min/magnification */
static void
sample_lambda_2d_array(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
@@ -2525,8 +2467,10 @@ sample_lambda_2d_array(GLcontext *ctx,
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);
+ 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,
@@ -2535,8 +2479,10 @@ sample_lambda_2d_array(GLcontext *ctx,
rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
- sample_2d_array_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
- lambda + minStart, rgba + minStart);
+ 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,
@@ -2577,7 +2523,7 @@ sample_lambda_2d_array(GLcontext *ctx,
/* 1D Texture Array Sampling Functions */
/**********************************************************************/
-/*
+/**
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
*/
static void
@@ -2593,7 +2539,7 @@ sample_1d_array_nearest(GLcontext *ctx,
GLint array;
(void) ctx;
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
+ i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
array = clamp_rect_coord_nearest(tObj->WrapT, texcoord[1], height);
if (i < 0 || i >= (GLint) img->Width ||
@@ -2607,8 +2553,7 @@ sample_1d_array_nearest(GLcontext *ctx,
}
-
-/*
+/**
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
@@ -2623,11 +2568,10 @@ sample_1d_array_linear(GLcontext *ctx,
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);
+ linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
array = clamp_rect_coord_nearest(tObj->WrapT, texcoord[1], height);
if (img->Border) {
@@ -2657,17 +2601,15 @@ sample_1d_array_linear(GLcontext *ctx,
}
/* 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] )
+ const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
for (i = 0; i < n; i++) {
@@ -2721,9 +2663,9 @@ sample_1d_array_nearest_mipmap_linear(GLcontext *ctx,
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 struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
ASSERT(lambda != NULL);
@@ -2744,22 +2686,23 @@ sample_1d_array_linear_mipmap_linear(GLcontext *ctx,
}
+/** Sample 1D Array texture, nearest filtering for both min/magnification */
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])
+ 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++) {
+ for (i = 0; i < n; i++) {
sample_1d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
-
+/** Sample 1D Array texture, linear filtering for both min/magnification */
static void
sample_linear_1d_array(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
@@ -2769,16 +2712,13 @@ sample_linear_1d_array(GLcontext *ctx,
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
- for (i=0;i<n;i++) {
+ 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.
- */
+/** Sample 1D Array texture, using lambda to choose between min/magnification */
static void
sample_lambda_1d_array(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
@@ -2854,9 +2794,7 @@ sample_lambda_1d_array(GLcontext *ctx,
}
-
-
-/*
+/**
* Sample a shadow/depth texture.
*/
static void
@@ -2906,31 +2844,32 @@ sample_depth_texture( GLcontext *ctx,
break;
case GL_TEXTURE_1D:
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0],
- width, col);
+ col = nearest_texel_location(tObj->WrapS, img, width,
+ texcoords[i][0]);
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);
+ 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:
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0],
- width, col);
+ 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:
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0],
- width, col);
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1],
- height, row);
+ 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;
}
@@ -3007,39 +2946,40 @@ sample_depth_texture( GLcontext *ctx,
GLfloat depth00, depth01, depth10, depth11;
GLint i0, i1, j0, j1;
GLint slice;
- GLfloat u, v;
+ GLfloat a, b;
GLuint useBorderTexel;
switch (tObj->Target) {
case GL_TEXTURE_RECTANGLE_ARB:
clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0],
- width, &i0, &i1);
+ width, &i0, &i1, &a);
clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1],
- height, &j0, &j1);
+ height, &j0, &j1, &b);
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);
+ 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:
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0],
- u, width, i0, i1);
+ 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:
- 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);
+ 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;
}
@@ -3103,8 +3043,6 @@ sample_depth_texture( GLcontext *ctx,
if (0) {
/* compute a single weighted depth sample and do one comparison */
- const GLfloat a = FRAC(u + 1.0F);
- const GLfloat b = FRAC(v + 1.0F);
const GLfloat depthSample
= lerp_2d(a, b, depth00, depth10, depth01, depth11);
if ((depthSample <= texcoords[i][compare_coord] && function == GL_LEQUAL) ||
@@ -3175,8 +3113,6 @@ sample_depth_texture( GLcontext *ctx,
case GL_NONE:
/* ordinary bilinear filtering */
{
- const GLfloat a = FRAC(u + 1.0F);
- const GLfloat b = FRAC(v + 1.0F);
const GLfloat depthSample
= lerp_2d(a, b, depth00, depth10, depth01, depth11);
CLAMPED_FLOAT_TO_CHAN(result, depthSample);
@@ -3270,10 +3206,10 @@ sample_depth_texture2(const GLcontext *ctx,
GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count;
GLfloat w;
GLchan lum;
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, texcoords[i][0],
- width, col);
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, texcoords[i][1],
- height, row);
+ 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;