From 00c835918259f8d41c3f74eca679a972713b11b2 Mon Sep 17 00:00:00 2001 From: Keith Whitwell Date: Thu, 20 Aug 2009 18:36:57 +0100 Subject: softpipe: allow the existing sampler routines to be hooked up directly Let eg. sp_get_samples_rect be hooked directly in as the tgsi sampler routine. Add a field to determine whether this is a vertex or fragment sampling call, and massage parameters to match the tgsi call. --- src/gallium/drivers/softpipe/sp_tex_sample.c | 193 +++++++++++---------------- 1 file changed, 80 insertions(+), 113 deletions(-) (limited to 'src/gallium/drivers/softpipe/sp_tex_sample.c') diff --git a/src/gallium/drivers/softpipe/sp_tex_sample.c b/src/gallium/drivers/softpipe/sp_tex_sample.c index 2987548fb3..6c75158d59 100644 --- a/src/gallium/drivers/softpipe/sp_tex_sample.c +++ b/src/gallium/drivers/softpipe/sp_tex_sample.c @@ -41,6 +41,7 @@ #include "sp_tile_cache.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" +#include "pipe/p_shader_tokens.h" #include "util/u_math.h" #include "util/u_memory.h" @@ -521,15 +522,20 @@ choose_cube_face(float rx, float ry, float rz, float *newS, float *newT) * This is only done for fragment shaders, not vertex shaders. */ static float -compute_lambda(const struct pipe_texture *tex, - const struct pipe_sampler_state *sampler, +compute_lambda(struct tgsi_sampler *tgsi_sampler, const float s[QUAD_SIZE], const float t[QUAD_SIZE], const float p[QUAD_SIZE], float lodbias) { + const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler); + const struct pipe_texture *texture = samp->texture; + const struct pipe_sampler_state *sampler = samp->sampler; float rho, lambda; + if (samp->processor == TGSI_PROCESSOR_VERTEX) + return lodbias; + assert(sampler->normalized_coords); assert(s); @@ -538,7 +544,7 @@ compute_lambda(const struct pipe_texture *tex, float dsdy = s[QUAD_TOP_LEFT] - s[QUAD_BOTTOM_LEFT]; dsdx = fabsf(dsdx); dsdy = fabsf(dsdy); - rho = MAX2(dsdx, dsdy) * tex->width[0]; + rho = MAX2(dsdx, dsdy) * texture->width[0]; } if (t) { float dtdx = t[QUAD_BOTTOM_RIGHT] - t[QUAD_BOTTOM_LEFT]; @@ -546,7 +552,7 @@ compute_lambda(const struct pipe_texture *tex, float max; dtdx = fabsf(dtdx); dtdy = fabsf(dtdy); - max = MAX2(dtdx, dtdy) * tex->height[0]; + max = MAX2(dtdx, dtdy) * texture->height[0]; rho = MAX2(rho, max); } if (p) { @@ -555,7 +561,7 @@ compute_lambda(const struct pipe_texture *tex, float max; dpdx = fabsf(dpdx); dpdy = fabsf(dpdy); - max = MAX2(dpdx, dpdy) * tex->depth[0]; + max = MAX2(dpdx, dpdy) * texture->depth[0]; rho = MAX2(rho, max); } @@ -579,16 +585,18 @@ compute_lambda(const struct pipe_texture *tex, * \param imgFilter Returns either the min or mag filter, depending on lambda */ static void -choose_mipmap_levels(const struct pipe_texture *texture, - const struct pipe_sampler_state *sampler, +choose_mipmap_levels(struct tgsi_sampler *tgsi_sampler, const float s[QUAD_SIZE], const float t[QUAD_SIZE], const float p[QUAD_SIZE], - boolean computeLambda, float lodbias, unsigned *level0, unsigned *level1, float *levelBlend, unsigned *imgFilter) { + const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler); + const struct pipe_texture *texture = samp->texture; + const struct pipe_sampler_state *sampler = samp->sampler; + if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) { /* no mipmap selection needed */ *level0 = *level1 = CLAMP((int) sampler->min_lod, @@ -598,7 +606,7 @@ choose_mipmap_levels(const struct pipe_texture *texture, /* non-mipmapped texture, but still need to determine if doing * minification or magnification. */ - float lambda = compute_lambda(texture, sampler, s, t, p, lodbias); + float lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias); if (lambda <= 0.0) { *imgFilter = sampler->mag_img_filter; } @@ -611,14 +619,7 @@ choose_mipmap_levels(const struct pipe_texture *texture, } } else { - float lambda; - - if (computeLambda) - /* fragment shader */ - lambda = compute_lambda(texture, sampler, s, t, p, lodbias); - else - /* vertex shader */ - lambda = lodbias; /* not really a bias, but absolute LOD */ + float lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias); if (lambda <= 0.0) { /* XXX threshold depends on the filter */ /* magnifying */ @@ -1028,11 +1029,10 @@ sp_get_samples_2d_linear_mip_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler { struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler); const struct pipe_texture *texture = samp->texture; - const struct pipe_sampler_state *sampler = samp->sampler; int level0; float lambda; - lambda = compute_lambda(texture, sampler, s, t, p, lodbias); + lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias); level0 = (int)lambda; if (lambda < 0.0) { @@ -1072,11 +1072,10 @@ sp_get_samples_2d_linear_mip_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler * Could probably extend for 3D... */ static void -sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler, +sp_get_samples_2d_common(struct tgsi_sampler *tgsi_sampler, const float s[QUAD_SIZE], const float t[QUAD_SIZE], const float p[QUAD_SIZE], - boolean computeLambda, float lodbias, float rgba[NUM_CHANNELS][QUAD_SIZE], const unsigned faces[4]) @@ -1088,7 +1087,8 @@ sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler, int width, height; float levelBlend; - choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias, + choose_mipmap_levels(tgsi_sampler, s, t, p, + lodbias, &level0, &level1, &levelBlend, &imgFilter); assert(sampler->normalized_coords); @@ -1199,42 +1199,39 @@ sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler, static INLINE void -sp_get_samples_1d(const struct tgsi_sampler *sampler, +sp_get_samples_1d(struct tgsi_sampler *sampler, const float s[QUAD_SIZE], const float t[QUAD_SIZE], const float p[QUAD_SIZE], - boolean computeLambda, float lodbias, float rgba[NUM_CHANNELS][QUAD_SIZE]) { static const unsigned faces[4] = {0, 0, 0, 0}; static const float tzero[4] = {0, 0, 0, 0}; sp_get_samples_2d_common(sampler, s, tzero, NULL, - computeLambda, lodbias, rgba, faces); + lodbias, rgba, faces); } static INLINE void -sp_get_samples_2d(const struct tgsi_sampler *sampler, +sp_get_samples_2d(struct tgsi_sampler *sampler, const float s[QUAD_SIZE], const float t[QUAD_SIZE], const float p[QUAD_SIZE], - boolean computeLambda, float lodbias, float rgba[NUM_CHANNELS][QUAD_SIZE]) { static const unsigned faces[4] = {0, 0, 0, 0}; sp_get_samples_2d_common(sampler, s, t, p, - computeLambda, lodbias, rgba, faces); + lodbias, rgba, faces); } static INLINE void -sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler, +sp_get_samples_3d(struct tgsi_sampler *tgsi_sampler, const float s[QUAD_SIZE], const float t[QUAD_SIZE], const float p[QUAD_SIZE], - boolean computeLambda, float lodbias, float rgba[NUM_CHANNELS][QUAD_SIZE]) { @@ -1247,7 +1244,8 @@ sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler, float levelBlend; const uint face = 0; - choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias, + choose_mipmap_levels(tgsi_sampler, s, t, p, + lodbias, &level0, &level1, &levelBlend, &imgFilter); assert(sampler->normalized_coords); @@ -1356,11 +1354,10 @@ sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler, static void -sp_get_samples_cube(const struct tgsi_sampler *sampler, +sp_get_samples_cube(struct tgsi_sampler *sampler, const float s[QUAD_SIZE], const float t[QUAD_SIZE], const float p[QUAD_SIZE], - boolean computeLambda, float lodbias, float rgba[NUM_CHANNELS][QUAD_SIZE]) { @@ -1370,16 +1367,15 @@ sp_get_samples_cube(const struct tgsi_sampler *sampler, faces[j] = choose_cube_face(s[j], t[j], p[j], ssss + j, tttt + j); } sp_get_samples_2d_common(sampler, ssss, tttt, NULL, - computeLambda, lodbias, rgba, faces); + lodbias, rgba, faces); } static void -sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler, +sp_get_samples_rect(struct tgsi_sampler *tgsi_sampler, const float s[QUAD_SIZE], const float t[QUAD_SIZE], const float p[QUAD_SIZE], - boolean computeLambda, float lodbias, float rgba[NUM_CHANNELS][QUAD_SIZE]) { @@ -1391,7 +1387,8 @@ sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler, int width, height; float levelBlend; - choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias, + choose_mipmap_levels(tgsi_sampler, s, t, p, + lodbias, &level0, &level1, &levelBlend, &imgFilter); /* texture RECTS cannot be mipmapped */ @@ -1447,90 +1444,77 @@ sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler, /** - * Common code for vertex/fragment program texture sampling. + * Error condition handler */ static INLINE void +sp_get_samples_null(struct tgsi_sampler *tgsi_sampler, + const float s[QUAD_SIZE], + const float t[QUAD_SIZE], + const float p[QUAD_SIZE], + float lodbias, + float rgba[NUM_CHANNELS][QUAD_SIZE]) +{ + int i,j; + + for (i = 0; i < 4; i++) + for (j = 0; j < 4; j++) + rgba[i][j] = 1.0; +} + +/** + * Called via tgsi_sampler::get_samples() when using a sampler for the + * first time. Determine the actual sampler function, link it in and + * call it. + */ +void sp_get_samples(struct tgsi_sampler *tgsi_sampler, const float s[QUAD_SIZE], const float t[QUAD_SIZE], const float p[QUAD_SIZE], - boolean computeLambda, float lodbias, float rgba[NUM_CHANNELS][QUAD_SIZE]) { - const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler); + struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler); const struct pipe_texture *texture = samp->texture; const struct pipe_sampler_state *sampler = samp->sampler; - if (!texture) - return; + /* Default to the 'undefined' case: + */ + tgsi_sampler->get_samples = sp_get_samples_null; + + if (!texture) { + assert(0); /* is this legal?? */ + goto out; + } + + if (!sampler->normalized_coords) { + assert (texture->target == PIPE_TEXTURE_2D); + tgsi_sampler->get_samples = sp_get_samples_rect; + goto out; + } switch (texture->target) { case PIPE_TEXTURE_1D: - assert(sampler->normalized_coords); - sp_get_samples_1d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba); + tgsi_sampler->get_samples = sp_get_samples_1d; break; case PIPE_TEXTURE_2D: - if (sampler->normalized_coords) - sp_get_samples_2d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba); - else - sp_get_samples_rect(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba); + tgsi_sampler->get_samples = sp_get_samples_2d; break; case PIPE_TEXTURE_3D: - assert(sampler->normalized_coords); - sp_get_samples_3d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba); + tgsi_sampler->get_samples = sp_get_samples_3d; break; case PIPE_TEXTURE_CUBE: - assert(sampler->normalized_coords); - sp_get_samples_cube(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba); + tgsi_sampler->get_samples = sp_get_samples_cube; break; default: assert(0); + break; } -#if 0 /* DEBUG */ - { - int i; - printf("Sampled at %f, %f, %f:\n", s[0], t[0], p[0]); - for (i = 0; i < 4; i++) { - printf("Frag %d: %f %f %f %f\n", i, - rgba[0][i], - rgba[1][i], - rgba[2][i], - rgba[3][i]); - } - } -#endif -} - -static void -sp_get_samples_fallback(struct tgsi_sampler *tgsi_sampler, - const float s[QUAD_SIZE], - const float t[QUAD_SIZE], - const float p[QUAD_SIZE], - float lodbias, - float rgba[NUM_CHANNELS][QUAD_SIZE]) -{ - sp_get_samples(tgsi_sampler, s, t, p, TRUE, lodbias, rgba); -} - -/** - * Called via tgsi_sampler::get_samples() when running a fragment shader. - * Get four filtered RGBA values from the sampler's texture. - */ -void -sp_get_samples_fragment(struct tgsi_sampler *tgsi_sampler, - const float s[QUAD_SIZE], - const float t[QUAD_SIZE], - const float p[QUAD_SIZE], - float lodbias, - float rgba[NUM_CHANNELS][QUAD_SIZE]) -{ - struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler); - const struct pipe_texture *texture = samp->texture; - const struct pipe_sampler_state *sampler = samp->sampler; - - tgsi_sampler->get_samples = sp_get_samples_fallback; + /* Do this elsewhere: + */ + samp->xpot = util_unsigned_logbase2( samp->texture->width[0] ); + samp->ypot = util_unsigned_logbase2( samp->texture->height[0] ); /* Try to hook in a faster sampler. Ultimately we'll have to * code-generate these. Luckily most of this looks like it is @@ -1542,9 +1526,6 @@ sp_get_samples_fragment(struct tgsi_sampler *tgsi_sampler, sampler->compare_mode == FALSE && sampler->normalized_coords) { - samp->xpot = util_unsigned_logbase2( samp->texture->width[0] ); - samp->ypot = util_unsigned_logbase2( samp->texture->height[0] ); - if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) { samp->level = CLAMP((int) sampler->min_lod, 0, (int) texture->last_level); @@ -1593,21 +1574,7 @@ sp_get_samples_fragment(struct tgsi_sampler *tgsi_sampler, sampler->normalized_coords, TRUE); } +out: tgsi_sampler->get_samples( tgsi_sampler, s, t, p, lodbias, rgba ); } - -/** - * Called via tgsi_sampler::get_samples() when running a vertex shader. - * Get four filtered RGBA values from the sampler's texture. - */ -void -sp_get_samples_vertex(struct tgsi_sampler *tgsi_sampler, - const float s[QUAD_SIZE], - const float t[QUAD_SIZE], - const float p[QUAD_SIZE], - float lodbias, - float rgba[NUM_CHANNELS][QUAD_SIZE]) -{ - sp_get_samples(tgsi_sampler, s, t, p, FALSE, lodbias, rgba); -} -- cgit v1.2.3