/************************************************************************** * * 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_context.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" /* * 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)) /** * Linear interpolation macro */ #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); } /** * Compute the remainder of a divided by b, but be careful with * negative values so that REPEAT mode works right. */ static INLINE GLint repeat_remainder(GLint a, GLint b) { if (a >= 0) return a % b; else return (a + 1) % b + b - 1; } /** * Apply texture coord wrapping mode and return integer texture index. * \param wrapMode PIPE_TEX_WRAP_x * \param s the texcoord * \param size the texture image size * \return integer texture index */ static INLINE GLint nearest_texcoord(GLuint wrapMode, GLfloat s, GLuint size) { GLint i; switch (wrapMode) { case PIPE_TEX_WRAP_REPEAT: /* s limited to [0,1) */ /* i limited to [0,size-1] */ i = IFLOOR(s * size); i = repeat_remainder(i, size); return i; case PIPE_TEX_WRAP_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; case PIPE_TEX_WRAP_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 PIPE_TEX_WRAP_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 PIPE_TEX_WRAP_MIRROR_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 PIPE_TEX_WRAP_MIRROR_CLAMP: { /* 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 PIPE_TEX_WRAP_MIRROR_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; 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 PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: { /* 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; default: assert(0); return 0; } } /** * Used to compute texel locations for linear sampling. * \param wrapMode PIPE_TEX_WRAP_x * \param s the texcoord * \param size the texture image size * \param i0 returns first texture index * \param i1 returns second texture index (usually *i0 + 1) * \param a returns blend factor/weight between texture indexes */ static INLINE void linear_texcoord(GLuint wrapMode, GLfloat s, GLuint size, GLint *i0, GLint *i1, GLfloat *a) { GLfloat u; switch (wrapMode) { case PIPE_TEX_WRAP_REPEAT: u = s * size - 0.5F; *i0 = repeat_remainder(IFLOOR(u), size); *i1 = repeat_remainder(*i0 + 1, size); break; case PIPE_TEX_WRAP_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; case PIPE_TEX_WRAP_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 PIPE_TEX_WRAP_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 PIPE_TEX_WRAP_MIRROR_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 PIPE_TEX_WRAP_MIRROR_CLAMP: u = FABSF(s); if (u >= 1.0F) u = (GLfloat) size; else u *= size; u -= 0.5F; *i0 = IFLOOR(u); *i1 = *i0 + 1; break; case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE: 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 PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: { 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; default: assert(0); } *a = FRAC(u); } static GLuint choose_cube_face(const GLfloat texcoord[4], GLfloat newCoord[4]) { /* major axis direction target sc tc ma ---------- ------------------------------- --- --- --- +rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx -rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx +ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry -ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry +rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz */ const GLfloat rx = texcoord[0]; const GLfloat ry = texcoord[1]; const GLfloat rz = texcoord[2]; const GLfloat arx = FABSF(rx), ary = FABSF(ry), arz = FABSF(rz); GLuint face; GLfloat sc, tc, ma; if (arx > ary && arx > arz) { if (rx >= 0.0F) { face = PIPE_TEX_FACE_POS_X; sc = -rz; tc = -ry; ma = arx; } else { face = PIPE_TEX_FACE_NEG_X; sc = rz; tc = -ry; ma = arx; } } else if (ary > arx && ary > arz) { if (ry >= 0.0F) { face = PIPE_TEX_FACE_POS_Y; sc = rx; tc = rz; ma = ary; } else { face = PIPE_TEX_FACE_NEG_Y; sc = rx; tc = -rz; ma = ary; } } else { if (rz > 0.0F) { face = PIPE_TEX_FACE_POS_Z; sc = rx; tc = -ry; ma = arz; } else { face = PIPE_TEX_FACE_NEG_Z; sc = -rx; tc = -ry; ma = arz; } } newCoord[0] = ( sc / ma + 1.0F ) * 0.5F; newCoord[1] = ( tc / ma + 1.0F ) * 0.5F; return face; } static void sp_get_sample_1d(struct tgsi_sampler *sampler, const GLfloat strq[4], GLfloat lambda, 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; x = nearest_texcoord(sampler->state->wrap_s, strq[0], sampler->texture->width0); ps->get_tile(ps, x, 0, 1, 1, rgba); } break; case PIPE_TEX_FILTER_LINEAR: { GLfloat t0[4], t1[4]; GLint x0, x1; GLfloat a; linear_texcoord(sampler->state->wrap_s, strq[0], sampler->texture->width0, &x0, &x1, &a); ps->get_tile(ps, x0, 0, 1, 1, t0); ps->get_tile(ps, x1, 0, 1, 1, t1); rgba[0] = LERP(a, t0[0], t1[0]); rgba[1] = LERP(a, t0[1], t1[1]); rgba[2] = LERP(a, t0[2], t1[2]); rgba[3] = LERP(a, t0[3], t1[3]); } break; default: assert(0); } } /** * 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.... */ static void sp_get_sample_2d(struct tgsi_sampler *sampler, const GLfloat strq[4], GLfloat lambda, 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; x = nearest_texcoord(sampler->state->wrap_s, strq[0], sampler->texture->width0); y = nearest_texcoord(sampler->state->wrap_t, strq[1], sampler->texture->height0); 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); } } static void sp_get_sample_3d(struct tgsi_sampler *sampler, const GLfloat strq[4], GLfloat lamba, GLfloat rgba[4]) { /* get/map pipe_surfaces corresponding to 3D tex slices */ } static void sp_get_sample_cube(struct tgsi_sampler *sampler, const GLfloat strq[4], GLfloat lambda, GLfloat rgba[4]) { GLfloat st[4]; GLuint face = choose_cube_face(strq, st); /* get/map surface corresponding to the face */ } void sp_get_sample(struct tgsi_sampler *sampler, const GLfloat strq[4], GLfloat lambda, GLfloat rgba[4]) { switch (sampler->texture->target) { case GL_TEXTURE_1D: sp_get_sample_1d(sampler, strq, lambda, rgba); break; case GL_TEXTURE_2D: sp_get_sample_2d(sampler, strq, lambda, rgba); break; case GL_TEXTURE_3D: sp_get_sample_3d(sampler, strq, lambda, rgba); break; case GL_TEXTURE_CUBE_MAP: sp_get_sample_cube(sampler, strq, lambda, rgba); break; default: assert(0); } }