/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /** * Texture sampling * * Authors: * Brian Paul */ #include "main/macros.h" #include "sp_surface.h" #include "sp_surface.h" #include "sp_tex_sample.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/tgsi/core/tgsi_exec.h" #define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) ) /** * Do 2D/biliner interpolation of float values. * v00, v10, v01 and v11 are typically four texture samples in a square/box. * a and b are the horizontal and vertical interpolants. * It's important that this function is inlined when compiled with * optimization! If we find that's not true on some systems, convert * to a macro. */ static INLINE GLfloat lerp_2d(GLfloat a, GLfloat b, GLfloat v00, GLfloat v10, GLfloat v01, GLfloat v11) { const GLfloat temp0 = LERP(a, v00, v10); const GLfloat temp1 = LERP(a, v01, v11); return LERP(b, temp0, temp1); } /** * Apply texture coord wrapping mode and return integer texture * row/column/img index. */ static INLINE void nearest_texcoord(GLuint wrapMode, GLfloat s, GLuint width, GLint *k) { /* XXX this arithmetic isn't exactly right, add more wrap modes */ switch (wrapMode) { case PIPE_TEX_WRAP_REPEAT: *k = (int) (s * width) % width; break; case PIPE_TEX_WRAP_CLAMP: *k = (int) CLAMP(s, 0.0, 1.0) * width; break; default: assert(0); *k = 0; } } static INLINE void linear_texcoord(GLuint wrapMode, GLfloat s, GLuint width, GLint *k0, GLint *k1, GLfloat *a) { /* XXX this arithmetic isn't exactly right, add more wrap modes */ switch (wrapMode) { case PIPE_TEX_WRAP_REPEAT: *k0 = (int) (s * width) % width; *k1 = (*k0 + 1) % width; break; case PIPE_TEX_WRAP_CLAMP: *k0 = (int) CLAMP(s, 0.0, 1.0) * width; *k1 = (*k0 + 1); if (*k1 >= width) *k1 = width - 1; break; default: assert(0); *k0 = *k1 = 0; } /* kludge the lerp weight: */ *a = (s * width) - (int) (s * width); } /** * Called via tgsi_sampler::get_sample() * Use the sampler's state setting to get a filtered RGBA value * from the sampler's texture (mipmap tree). * * XXX we can implement many versions of this function, each * tightly coded for a specific combination of sampler state * (nearest + repeat), (bilinear mipmap + clamp), etc. * * The update_samplers() function in st_atom_sampler.c could create * a new tgsi_sampler object for each state combo it finds.... */ void sp_get_sample(struct tgsi_sampler *sampler, const GLfloat strq[4], GLfloat rgba[4]) { struct pipe_context *pipe = (struct pipe_context *) sampler->pipe; struct pipe_surface *ps = pipe->get_tex_surface(pipe, sampler->texture, 0, 0, 0); switch (sampler->state->min_filter) { case PIPE_TEX_FILTER_NEAREST: { GLint x, y; nearest_texcoord(sampler->state->wrap_s, strq[0], sampler->texture->width0, &x); nearest_texcoord(sampler->state->wrap_t, strq[1], sampler->texture->height0, &y); ps->get_tile(ps, x, y, 1, 1, rgba); } break; case PIPE_TEX_FILTER_LINEAR: { GLfloat t00[4], t01[4], t10[4], t11[4]; GLint x0, y0, x1, y1; GLfloat a, b; linear_texcoord(sampler->state->wrap_s, strq[0], sampler->texture->width0, &x0, &x1, &a); linear_texcoord(sampler->state->wrap_t, strq[1], sampler->texture->height0, &y0, &y1, &b); ps->get_tile(ps, x0, y0, 1, 1, t00); ps->get_tile(ps, x1, y0, 1, 1, t10); ps->get_tile(ps, x0, y1, 1, 1, t01); ps->get_tile(ps, x1, y1, 1, 1, t11); rgba[0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]); rgba[1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]); rgba[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]); rgba[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]); } break; default: assert(0); } }