gallivm: implement accurate corner behavior for textureGather with cube maps
[mesa.git] / src / gallium / auxiliary / gallivm / lp_bld_sample_soa.c
1 /**************************************************************************
2 *
3 * Copyright 2009 VMware, Inc.
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27
28 /**
29 * @file
30 * Texture sampling -- SoA.
31 *
32 * @author Jose Fonseca <jfonseca@vmware.com>
33 * @author Brian Paul <brianp@vmware.com>
34 */
35
36 #include "pipe/p_defines.h"
37 #include "pipe/p_state.h"
38 #include "pipe/p_shader_tokens.h"
39 #include "util/u_debug.h"
40 #include "util/u_dump.h"
41 #include "util/u_memory.h"
42 #include "util/u_math.h"
43 #include "util/u_format.h"
44 #include "util/u_cpu_detect.h"
45 #include "util/format_rgb9e5.h"
46 #include "lp_bld_debug.h"
47 #include "lp_bld_type.h"
48 #include "lp_bld_const.h"
49 #include "lp_bld_conv.h"
50 #include "lp_bld_arit.h"
51 #include "lp_bld_bitarit.h"
52 #include "lp_bld_logic.h"
53 #include "lp_bld_printf.h"
54 #include "lp_bld_swizzle.h"
55 #include "lp_bld_flow.h"
56 #include "lp_bld_gather.h"
57 #include "lp_bld_format.h"
58 #include "lp_bld_sample.h"
59 #include "lp_bld_sample_aos.h"
60 #include "lp_bld_struct.h"
61 #include "lp_bld_quad.h"
62 #include "lp_bld_pack.h"
63 #include "lp_bld_intr.h"
64
65
66 /**
67 * Generate code to fetch a texel from a texture at int coords (x, y, z).
68 * The computation depends on whether the texture is 1D, 2D or 3D.
69 * The result, texel, will be float vectors:
70 * texel[0] = red values
71 * texel[1] = green values
72 * texel[2] = blue values
73 * texel[3] = alpha values
74 */
75 static void
76 lp_build_sample_texel_soa(struct lp_build_sample_context *bld,
77 LLVMValueRef width,
78 LLVMValueRef height,
79 LLVMValueRef depth,
80 LLVMValueRef x,
81 LLVMValueRef y,
82 LLVMValueRef z,
83 LLVMValueRef y_stride,
84 LLVMValueRef z_stride,
85 LLVMValueRef data_ptr,
86 LLVMValueRef mipoffsets,
87 LLVMValueRef texel_out[4])
88 {
89 const struct lp_static_sampler_state *static_state = bld->static_sampler_state;
90 const unsigned dims = bld->dims;
91 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
92 LLVMBuilderRef builder = bld->gallivm->builder;
93 LLVMValueRef offset;
94 LLVMValueRef i, j;
95 LLVMValueRef use_border = NULL;
96
97 /* use_border = x < 0 || x >= width || y < 0 || y >= height */
98 if (lp_sampler_wrap_mode_uses_border_color(static_state->wrap_s,
99 static_state->min_img_filter,
100 static_state->mag_img_filter)) {
101 LLVMValueRef b1, b2;
102 b1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, x, int_coord_bld->zero);
103 b2 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, x, width);
104 use_border = LLVMBuildOr(builder, b1, b2, "b1_or_b2");
105 }
106
107 if (dims >= 2 &&
108 lp_sampler_wrap_mode_uses_border_color(static_state->wrap_t,
109 static_state->min_img_filter,
110 static_state->mag_img_filter)) {
111 LLVMValueRef b1, b2;
112 b1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, y, int_coord_bld->zero);
113 b2 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, y, height);
114 if (use_border) {
115 use_border = LLVMBuildOr(builder, use_border, b1, "ub_or_b1");
116 use_border = LLVMBuildOr(builder, use_border, b2, "ub_or_b2");
117 }
118 else {
119 use_border = LLVMBuildOr(builder, b1, b2, "b1_or_b2");
120 }
121 }
122
123 if (dims == 3 &&
124 lp_sampler_wrap_mode_uses_border_color(static_state->wrap_r,
125 static_state->min_img_filter,
126 static_state->mag_img_filter)) {
127 LLVMValueRef b1, b2;
128 b1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, z, int_coord_bld->zero);
129 b2 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, z, depth);
130 if (use_border) {
131 use_border = LLVMBuildOr(builder, use_border, b1, "ub_or_b1");
132 use_border = LLVMBuildOr(builder, use_border, b2, "ub_or_b2");
133 }
134 else {
135 use_border = LLVMBuildOr(builder, b1, b2, "b1_or_b2");
136 }
137 }
138
139 /* convert x,y,z coords to linear offset from start of texture, in bytes */
140 lp_build_sample_offset(&bld->int_coord_bld,
141 bld->format_desc,
142 x, y, z, y_stride, z_stride,
143 &offset, &i, &j);
144 if (mipoffsets) {
145 offset = lp_build_add(&bld->int_coord_bld, offset, mipoffsets);
146 }
147
148 if (use_border) {
149 /* If we can sample the border color, it means that texcoords may
150 * lie outside the bounds of the texture image. We need to do
151 * something to prevent reading out of bounds and causing a segfault.
152 *
153 * Simply AND the texture coords with !use_border. This will cause
154 * coords which are out of bounds to become zero. Zero's guaranteed
155 * to be inside the texture image.
156 */
157 offset = lp_build_andnot(&bld->int_coord_bld, offset, use_border);
158 }
159
160 lp_build_fetch_rgba_soa(bld->gallivm,
161 bld->format_desc,
162 bld->texel_type, TRUE,
163 data_ptr, offset,
164 i, j,
165 bld->cache,
166 texel_out);
167
168 /*
169 * Note: if we find an app which frequently samples the texture border
170 * we might want to implement a true conditional here to avoid sampling
171 * the texture whenever possible (since that's quite a bit of code).
172 * Ex:
173 * if (use_border) {
174 * texel = border_color;
175 * }
176 * else {
177 * texel = sample_texture(coord);
178 * }
179 * As it is now, we always sample the texture, then selectively replace
180 * the texel color results with the border color.
181 */
182
183 if (use_border) {
184 /* select texel color or border color depending on use_border. */
185 const struct util_format_description *format_desc = bld->format_desc;
186 int chan;
187 struct lp_type border_type = bld->texel_type;
188 border_type.length = 4;
189 /*
190 * Only replace channels which are actually present. The others should
191 * get optimized away eventually by sampler_view swizzle anyway but it's
192 * easier too.
193 */
194 for (chan = 0; chan < 4; chan++) {
195 unsigned chan_s;
196 /* reverse-map channel... */
197 for (chan_s = 0; chan_s < 4; chan_s++) {
198 if (chan_s == format_desc->swizzle[chan]) {
199 break;
200 }
201 }
202 if (chan_s <= 3) {
203 /* use the already clamped color */
204 LLVMValueRef idx = lp_build_const_int32(bld->gallivm, chan);
205 LLVMValueRef border_chan;
206
207 border_chan = lp_build_extract_broadcast(bld->gallivm,
208 border_type,
209 bld->texel_type,
210 bld->border_color_clamped,
211 idx);
212 texel_out[chan] = lp_build_select(&bld->texel_bld, use_border,
213 border_chan, texel_out[chan]);
214 }
215 }
216 }
217 }
218
219
220 /**
221 * Helper to compute the mirror function for the PIPE_WRAP_MIRROR_REPEAT mode.
222 * (Note that with pot sizes could do this much more easily post-scale
223 * with some bit arithmetic.)
224 */
225 static LLVMValueRef
226 lp_build_coord_mirror(struct lp_build_sample_context *bld,
227 LLVMValueRef coord, boolean posOnly)
228 {
229 struct lp_build_context *coord_bld = &bld->coord_bld;
230 LLVMValueRef fract;
231 LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5);
232
233 /*
234 * We can just use 2*(x - round(0.5*x)) to do all the mirroring,
235 * it all works out. (The result is in range [-1, 1.0], negative if
236 * the coord is in the "odd" section, otherwise positive.)
237 */
238
239 coord = lp_build_mul(coord_bld, coord, half);
240 fract = lp_build_round(coord_bld, coord);
241 fract = lp_build_sub(coord_bld, coord, fract);
242 coord = lp_build_add(coord_bld, fract, fract);
243
244 if (posOnly) {
245 /*
246 * Theoretically it's not quite 100% accurate because the spec says
247 * that ultimately a scaled coord of -x.0 should map to int coord
248 * -x + 1 with mirroring, not -x (this does not matter for bilinear
249 * filtering).
250 */
251 coord = lp_build_abs(coord_bld, coord);
252 /* kill off NaNs */
253 /* XXX: not safe without arch rounding, fract can be anything. */
254 coord = lp_build_max_ext(coord_bld, coord, coord_bld->zero,
255 GALLIVM_NAN_RETURN_OTHER_SECOND_NONNAN);
256 }
257
258 return coord;
259 }
260
261
262 /**
263 * Helper to compute the first coord and the weight for
264 * linear wrap repeat npot textures
265 */
266 void
267 lp_build_coord_repeat_npot_linear(struct lp_build_sample_context *bld,
268 LLVMValueRef coord_f,
269 LLVMValueRef length_i,
270 LLVMValueRef length_f,
271 LLVMValueRef *coord0_i,
272 LLVMValueRef *weight_f)
273 {
274 struct lp_build_context *coord_bld = &bld->coord_bld;
275 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
276 LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5);
277 LLVMValueRef length_minus_one = lp_build_sub(int_coord_bld, length_i,
278 int_coord_bld->one);
279 LLVMValueRef mask;
280 /* wrap with normalized floats is just fract */
281 coord_f = lp_build_fract(coord_bld, coord_f);
282 /* mul by size and subtract 0.5 */
283 coord_f = lp_build_mul(coord_bld, coord_f, length_f);
284 coord_f = lp_build_sub(coord_bld, coord_f, half);
285 /*
286 * we avoided the 0.5/length division before the repeat wrap,
287 * now need to fix up edge cases with selects
288 */
289 /*
290 * Note we do a float (unordered) compare so we can eliminate NaNs.
291 * (Otherwise would need fract_safe above).
292 */
293 mask = lp_build_compare(coord_bld->gallivm, coord_bld->type,
294 PIPE_FUNC_LESS, coord_f, coord_bld->zero);
295
296 /* convert to int, compute lerp weight */
297 lp_build_ifloor_fract(coord_bld, coord_f, coord0_i, weight_f);
298 *coord0_i = lp_build_select(int_coord_bld, mask, length_minus_one, *coord0_i);
299 }
300
301
302 /**
303 * Build LLVM code for texture wrap mode for linear filtering.
304 * \param x0_out returns first integer texcoord
305 * \param x1_out returns second integer texcoord
306 * \param weight_out returns linear interpolation weight
307 */
308 static void
309 lp_build_sample_wrap_linear(struct lp_build_sample_context *bld,
310 boolean is_gather,
311 LLVMValueRef coord,
312 LLVMValueRef length,
313 LLVMValueRef length_f,
314 LLVMValueRef offset,
315 boolean is_pot,
316 unsigned wrap_mode,
317 LLVMValueRef *x0_out,
318 LLVMValueRef *x1_out,
319 LLVMValueRef *weight_out)
320 {
321 struct lp_build_context *coord_bld = &bld->coord_bld;
322 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
323 LLVMBuilderRef builder = bld->gallivm->builder;
324 LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5);
325 LLVMValueRef length_minus_one = lp_build_sub(int_coord_bld, length, int_coord_bld->one);
326 LLVMValueRef coord0, coord1, weight;
327
328 switch(wrap_mode) {
329 case PIPE_TEX_WRAP_REPEAT:
330 if (is_pot) {
331 /* mul by size and subtract 0.5 */
332 coord = lp_build_mul(coord_bld, coord, length_f);
333 coord = lp_build_sub(coord_bld, coord, half);
334 if (offset) {
335 offset = lp_build_int_to_float(coord_bld, offset);
336 coord = lp_build_add(coord_bld, coord, offset);
337 }
338 /* convert to int, compute lerp weight */
339 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
340 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
341 /* repeat wrap */
342 coord0 = LLVMBuildAnd(builder, coord0, length_minus_one, "");
343 coord1 = LLVMBuildAnd(builder, coord1, length_minus_one, "");
344 }
345 else {
346 LLVMValueRef mask;
347 if (offset) {
348 offset = lp_build_int_to_float(coord_bld, offset);
349 offset = lp_build_div(coord_bld, offset, length_f);
350 coord = lp_build_add(coord_bld, coord, offset);
351 }
352 lp_build_coord_repeat_npot_linear(bld, coord,
353 length, length_f,
354 &coord0, &weight);
355 mask = lp_build_compare(int_coord_bld->gallivm, int_coord_bld->type,
356 PIPE_FUNC_NOTEQUAL, coord0, length_minus_one);
357 coord1 = LLVMBuildAnd(builder,
358 lp_build_add(int_coord_bld, coord0, int_coord_bld->one),
359 mask, "");
360 }
361 break;
362
363 case PIPE_TEX_WRAP_CLAMP:
364 if (bld->static_sampler_state->normalized_coords) {
365 /* scale coord to length */
366 coord = lp_build_mul(coord_bld, coord, length_f);
367 }
368 if (offset) {
369 offset = lp_build_int_to_float(coord_bld, offset);
370 coord = lp_build_add(coord_bld, coord, offset);
371 }
372
373 /*
374 * clamp to [0, length]
375 *
376 * Unlike some other wrap modes, this should be correct for gather
377 * too. GL_CLAMP explicitly does this clamp on the coord prior to
378 * actual wrapping (which is per sample).
379 */
380 coord = lp_build_clamp(coord_bld, coord, coord_bld->zero, length_f);
381
382 coord = lp_build_sub(coord_bld, coord, half);
383
384 /* convert to int, compute lerp weight */
385 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
386 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
387 break;
388
389 case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
390 {
391 struct lp_build_context abs_coord_bld = bld->coord_bld;
392 abs_coord_bld.type.sign = FALSE;
393
394 if (bld->static_sampler_state->normalized_coords) {
395 /* mul by tex size */
396 coord = lp_build_mul(coord_bld, coord, length_f);
397 }
398 if (offset) {
399 offset = lp_build_int_to_float(coord_bld, offset);
400 coord = lp_build_add(coord_bld, coord, offset);
401 }
402
403 /* clamp to length max */
404 coord = lp_build_min_ext(coord_bld, coord, length_f,
405 GALLIVM_NAN_RETURN_OTHER_SECOND_NONNAN);
406 if (!is_gather) {
407 /* subtract 0.5 */
408 coord = lp_build_sub(coord_bld, coord, half);
409 /* clamp to [0, length - 0.5] */
410 coord = lp_build_max(coord_bld, coord, coord_bld->zero);
411 /* convert to int, compute lerp weight */
412 lp_build_ifloor_fract(&abs_coord_bld, coord, &coord0, &weight);
413 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
414 } else {
415 /*
416 * The non-gather path will end up with coords 0, 1 if coord was
417 * smaller than 0.5 (with corresponding weight 0.0 so it doesn't
418 * really matter what the second coord is). But for gather, we
419 * really need to end up with coords 0, 0.
420 */
421 coord = lp_build_max(coord_bld, coord, coord_bld->zero);
422 coord0 = lp_build_sub(coord_bld, coord, half);
423 coord1 = lp_build_add(coord_bld, coord, half);
424 /* Values range ([-0.5, length_f - 0.5], [0.5, length_f + 0.5] */
425 coord0 = lp_build_itrunc(coord_bld, coord0);
426 coord1 = lp_build_itrunc(coord_bld, coord1);
427 weight = coord_bld->undef;
428 }
429 /* coord1 = min(coord1, length-1) */
430 coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one);
431 break;
432 }
433
434 case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
435 if (bld->static_sampler_state->normalized_coords) {
436 /* scale coord to length */
437 coord = lp_build_mul(coord_bld, coord, length_f);
438 }
439 if (offset) {
440 offset = lp_build_int_to_float(coord_bld, offset);
441 coord = lp_build_add(coord_bld, coord, offset);
442 }
443 /*
444 * We don't need any clamp. Technically, for very large (pos or neg)
445 * (or infinite) values, clamp against [-length, length] would be
446 * correct, but we don't need to guarantee any specific
447 * result for such coords (the ifloor will be undefined, but for modes
448 * requiring border all resulting coords are safe).
449 */
450 coord = lp_build_sub(coord_bld, coord, half);
451 /* convert to int, compute lerp weight */
452 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
453 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
454 break;
455
456 case PIPE_TEX_WRAP_MIRROR_REPEAT:
457 if (offset) {
458 offset = lp_build_int_to_float(coord_bld, offset);
459 offset = lp_build_div(coord_bld, offset, length_f);
460 coord = lp_build_add(coord_bld, coord, offset);
461 }
462 if (!is_gather) {
463 /* compute mirror function */
464 coord = lp_build_coord_mirror(bld, coord, TRUE);
465
466 /* scale coord to length */
467 coord = lp_build_mul(coord_bld, coord, length_f);
468 coord = lp_build_sub(coord_bld, coord, half);
469
470 /* convert to int, compute lerp weight */
471 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
472 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
473
474 /* coord0 = max(coord0, 0) */
475 coord0 = lp_build_max(int_coord_bld, coord0, int_coord_bld->zero);
476 /* coord1 = min(coord1, length-1) */
477 coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one);
478 } else {
479 /*
480 * This is pretty reasonable in the end, all what the tests care
481 * about is nasty edge cases (scaled coords x.5, so the individual
482 * coords are actually integers, which is REALLY tricky to get right
483 * due to this working differently both for negative numbers as well
484 * as for even/odd cases). But with enough magic it's not too complex
485 * after all.
486 * Maybe should try a bit arithmetic one though for POT textures...
487 */
488 LLVMValueRef isNeg;
489 /*
490 * Wrapping just once still works, even though it means we can
491 * get "wrong" sign due to performing mirror in the middle of the
492 * two coords (because this can only happen very near the odd/even
493 * edges, so both coords will actually end up as 0 or length - 1
494 * in the end).
495 * For GL4 gather with per-sample offsets we'd need to the mirroring
496 * per coord too.
497 */
498 coord = lp_build_coord_mirror(bld, coord, FALSE);
499 coord = lp_build_mul(coord_bld, coord, length_f);
500
501 /*
502 * NaNs should be safe here, we'll do away with them with
503 * the ones' complement plus min.
504 */
505 coord0 = lp_build_sub(coord_bld, coord, half);
506 coord0 = lp_build_ifloor(coord_bld, coord0);
507 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
508 /* ones complement for neg numbers (mirror(negX) = X - 1) */
509 isNeg = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS,
510 coord0, int_coord_bld->zero);
511 coord0 = lp_build_xor(int_coord_bld, coord0, isNeg);
512 isNeg = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS,
513 coord1, int_coord_bld->zero);
514 coord1 = lp_build_xor(int_coord_bld, coord1, isNeg);
515 coord0 = lp_build_min(int_coord_bld, coord0, length_minus_one);
516 coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one);
517
518 weight = coord_bld->undef;
519 }
520 break;
521
522 case PIPE_TEX_WRAP_MIRROR_CLAMP:
523 if (bld->static_sampler_state->normalized_coords) {
524 /* scale coord to length */
525 coord = lp_build_mul(coord_bld, coord, length_f);
526 }
527 if (offset) {
528 offset = lp_build_int_to_float(coord_bld, offset);
529 coord = lp_build_add(coord_bld, coord, offset);
530 }
531 /*
532 * XXX: probably not correct for gather, albeit I'm not
533 * entirely sure as it's poorly specified. The wrapping looks
534 * correct according to the spec which is against gl 1.2.1,
535 * however negative values will be swapped - gl re-specified
536 * wrapping with newer versions (no more pre-clamp except with
537 * GL_CLAMP).
538 */
539 coord = lp_build_abs(coord_bld, coord);
540
541 /* clamp to [0, length] */
542 coord = lp_build_min_ext(coord_bld, coord, length_f,
543 GALLIVM_NAN_RETURN_OTHER_SECOND_NONNAN);
544
545 coord = lp_build_sub(coord_bld, coord, half);
546
547 /* convert to int, compute lerp weight */
548 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
549 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
550 break;
551
552 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
553 {
554 struct lp_build_context abs_coord_bld = bld->coord_bld;
555 abs_coord_bld.type.sign = FALSE;
556
557 if (bld->static_sampler_state->normalized_coords) {
558 /* scale coord to length */
559 coord = lp_build_mul(coord_bld, coord, length_f);
560 }
561 if (offset) {
562 offset = lp_build_int_to_float(coord_bld, offset);
563 coord = lp_build_add(coord_bld, coord, offset);
564 }
565 if (!is_gather) {
566 coord = lp_build_abs(coord_bld, coord);
567
568 /* clamp to length max */
569 coord = lp_build_min_ext(coord_bld, coord, length_f,
570 GALLIVM_NAN_RETURN_OTHER_SECOND_NONNAN);
571 /* subtract 0.5 */
572 coord = lp_build_sub(coord_bld, coord, half);
573 /* clamp to [0, length - 0.5] */
574 coord = lp_build_max(coord_bld, coord, coord_bld->zero);
575
576 /* convert to int, compute lerp weight */
577 lp_build_ifloor_fract(&abs_coord_bld, coord, &coord0, &weight);
578 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
579 /* coord1 = min(coord1, length-1) */
580 coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one);
581 } else {
582 /*
583 * The non-gather path will swap coord0/1 if coord was negative,
584 * which is ok for filtering since the filter weight matches
585 * accordingly. Also, if coord is close to zero, coord0/1 will
586 * be 0 and 1, instead of 0 and 0 (again ok due to filter
587 * weight being 0.0). Both issues need to be fixed for gather.
588 */
589 LLVMValueRef isNeg;
590
591 /*
592 * Actually wanted to cheat here and use:
593 * coord1 = lp_build_iround(coord_bld, coord);
594 * but it's not good enough for some tests (even piglit
595 * textureGather is set up in a way so the coords area always
596 * .5, that is right at the crossover points).
597 * So do ordinary sub/floor, then do ones' complement
598 * for negative numbers.
599 * (Note can't just do sub|add/abs/itrunc per coord neither -
600 * because the spec demands that mirror(3.0) = 3 but
601 * mirror(-3.0) = 2.)
602 */
603 coord = lp_build_sub(coord_bld, coord, half);
604 coord0 = lp_build_ifloor(coord_bld, coord);
605 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
606 isNeg = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, coord0,
607 int_coord_bld->zero);
608 coord0 = lp_build_xor(int_coord_bld, isNeg, coord0);
609 coord0 = lp_build_min(int_coord_bld, coord0, length_minus_one);
610
611 isNeg = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, coord1,
612 int_coord_bld->zero);
613 coord1 = lp_build_xor(int_coord_bld, isNeg, coord1);
614 coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one);
615
616 weight = coord_bld->undef;
617 }
618 }
619 break;
620
621 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
622 {
623 if (bld->static_sampler_state->normalized_coords) {
624 /* scale coord to length */
625 coord = lp_build_mul(coord_bld, coord, length_f);
626 }
627 if (offset) {
628 offset = lp_build_int_to_float(coord_bld, offset);
629 coord = lp_build_add(coord_bld, coord, offset);
630 }
631 /*
632 * XXX: probably not correct for gather due to swapped
633 * order if coord is negative (same rationale as for
634 * MIRROR_CLAMP).
635 */
636 coord = lp_build_abs(coord_bld, coord);
637
638 /*
639 * We don't need any clamp. Technically, for very large
640 * (or infinite) values, clamp against length would be
641 * correct, but we don't need to guarantee any specific
642 * result for such coords (the ifloor will be undefined, but
643 * for modes requiring border all resulting coords are safe).
644 */
645 coord = lp_build_sub(coord_bld, coord, half);
646
647 /* convert to int, compute lerp weight */
648 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
649 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
650 }
651 break;
652
653 default:
654 assert(0);
655 coord0 = NULL;
656 coord1 = NULL;
657 weight = NULL;
658 }
659
660 *x0_out = coord0;
661 *x1_out = coord1;
662 *weight_out = weight;
663 }
664
665
666 /**
667 * Build LLVM code for texture wrap mode for nearest filtering.
668 * \param coord the incoming texcoord (nominally in [0,1])
669 * \param length the texture size along one dimension, as int vector
670 * \param length_f the texture size along one dimension, as float vector
671 * \param offset texel offset along one dimension (as int vector)
672 * \param is_pot if TRUE, length is a power of two
673 * \param wrap_mode one of PIPE_TEX_WRAP_x
674 */
675 static LLVMValueRef
676 lp_build_sample_wrap_nearest(struct lp_build_sample_context *bld,
677 LLVMValueRef coord,
678 LLVMValueRef length,
679 LLVMValueRef length_f,
680 LLVMValueRef offset,
681 boolean is_pot,
682 unsigned wrap_mode)
683 {
684 struct lp_build_context *coord_bld = &bld->coord_bld;
685 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
686 LLVMBuilderRef builder = bld->gallivm->builder;
687 LLVMValueRef length_minus_one = lp_build_sub(int_coord_bld, length, int_coord_bld->one);
688 LLVMValueRef icoord;
689
690 switch(wrap_mode) {
691 case PIPE_TEX_WRAP_REPEAT:
692 if (is_pot) {
693 coord = lp_build_mul(coord_bld, coord, length_f);
694 icoord = lp_build_ifloor(coord_bld, coord);
695 if (offset) {
696 icoord = lp_build_add(int_coord_bld, icoord, offset);
697 }
698 icoord = LLVMBuildAnd(builder, icoord, length_minus_one, "");
699 }
700 else {
701 if (offset) {
702 offset = lp_build_int_to_float(coord_bld, offset);
703 offset = lp_build_div(coord_bld, offset, length_f);
704 coord = lp_build_add(coord_bld, coord, offset);
705 }
706 /* take fraction, unnormalize */
707 coord = lp_build_fract_safe(coord_bld, coord);
708 coord = lp_build_mul(coord_bld, coord, length_f);
709 icoord = lp_build_itrunc(coord_bld, coord);
710 }
711 break;
712
713 case PIPE_TEX_WRAP_CLAMP:
714 case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
715 if (bld->static_sampler_state->normalized_coords) {
716 /* scale coord to length */
717 coord = lp_build_mul(coord_bld, coord, length_f);
718 }
719
720 if (offset) {
721 offset = lp_build_int_to_float(coord_bld, offset);
722 coord = lp_build_add(coord_bld, coord, offset);
723 }
724 /* floor */
725 /* use itrunc instead since we clamp to 0 anyway */
726 icoord = lp_build_itrunc(coord_bld, coord);
727
728 /* clamp to [0, length - 1]. */
729 icoord = lp_build_clamp(int_coord_bld, icoord, int_coord_bld->zero,
730 length_minus_one);
731 break;
732
733 case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
734 if (bld->static_sampler_state->normalized_coords) {
735 /* scale coord to length */
736 coord = lp_build_mul(coord_bld, coord, length_f);
737 }
738 /* no clamp necessary, border masking will handle this */
739 icoord = lp_build_ifloor(coord_bld, coord);
740 if (offset) {
741 icoord = lp_build_add(int_coord_bld, icoord, offset);
742 }
743 break;
744
745 case PIPE_TEX_WRAP_MIRROR_REPEAT:
746 if (offset) {
747 offset = lp_build_int_to_float(coord_bld, offset);
748 offset = lp_build_div(coord_bld, offset, length_f);
749 coord = lp_build_add(coord_bld, coord, offset);
750 }
751 /* compute mirror function */
752 coord = lp_build_coord_mirror(bld, coord, TRUE);
753
754 /* scale coord to length */
755 assert(bld->static_sampler_state->normalized_coords);
756 coord = lp_build_mul(coord_bld, coord, length_f);
757
758 /* itrunc == ifloor here */
759 icoord = lp_build_itrunc(coord_bld, coord);
760
761 /* clamp to [0, length - 1] */
762 icoord = lp_build_min(int_coord_bld, icoord, length_minus_one);
763 break;
764
765 case PIPE_TEX_WRAP_MIRROR_CLAMP:
766 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
767 if (bld->static_sampler_state->normalized_coords) {
768 /* scale coord to length */
769 coord = lp_build_mul(coord_bld, coord, length_f);
770 }
771 if (offset) {
772 offset = lp_build_int_to_float(coord_bld, offset);
773 coord = lp_build_add(coord_bld, coord, offset);
774 }
775 coord = lp_build_abs(coord_bld, coord);
776
777 /* itrunc == ifloor here */
778 icoord = lp_build_itrunc(coord_bld, coord);
779 /*
780 * Use unsigned min due to possible undef values (NaNs, overflow)
781 */
782 {
783 struct lp_build_context abs_coord_bld = *int_coord_bld;
784 abs_coord_bld.type.sign = FALSE;
785 /* clamp to [0, length - 1] */
786 icoord = lp_build_min(&abs_coord_bld, icoord, length_minus_one);
787 }
788 break;
789
790 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
791 if (bld->static_sampler_state->normalized_coords) {
792 /* scale coord to length */
793 coord = lp_build_mul(coord_bld, coord, length_f);
794 }
795 if (offset) {
796 offset = lp_build_int_to_float(coord_bld, offset);
797 coord = lp_build_add(coord_bld, coord, offset);
798 }
799 coord = lp_build_abs(coord_bld, coord);
800
801 /* itrunc == ifloor here */
802 icoord = lp_build_itrunc(coord_bld, coord);
803 break;
804
805 default:
806 assert(0);
807 icoord = NULL;
808 }
809
810 return icoord;
811 }
812
813
814 /**
815 * Do shadow test/comparison.
816 * \param p shadow ref value
817 * \param texel the texel to compare against
818 */
819 static LLVMValueRef
820 lp_build_sample_comparefunc(struct lp_build_sample_context *bld,
821 LLVMValueRef p,
822 LLVMValueRef texel)
823 {
824 struct lp_build_context *texel_bld = &bld->texel_bld;
825 LLVMValueRef res;
826
827 if (0) {
828 //lp_build_print_value(bld->gallivm, "shadow cmp coord", p);
829 lp_build_print_value(bld->gallivm, "shadow cmp texel", texel);
830 }
831
832 /* result = (p FUNC texel) ? 1 : 0 */
833 /*
834 * honor d3d10 floating point rules here, which state that comparisons
835 * are ordered except NOT_EQUAL which is unordered.
836 */
837 if (bld->static_sampler_state->compare_func != PIPE_FUNC_NOTEQUAL) {
838 res = lp_build_cmp_ordered(texel_bld, bld->static_sampler_state->compare_func,
839 p, texel);
840 }
841 else {
842 res = lp_build_cmp(texel_bld, bld->static_sampler_state->compare_func,
843 p, texel);
844 }
845 return res;
846 }
847
848
849 /**
850 * Generate code to sample a mipmap level with nearest filtering.
851 * If sampling a cube texture, r = cube face in [0,5].
852 */
853 static void
854 lp_build_sample_image_nearest(struct lp_build_sample_context *bld,
855 LLVMValueRef size,
856 LLVMValueRef row_stride_vec,
857 LLVMValueRef img_stride_vec,
858 LLVMValueRef data_ptr,
859 LLVMValueRef mipoffsets,
860 LLVMValueRef *coords,
861 const LLVMValueRef *offsets,
862 LLVMValueRef colors_out[4])
863 {
864 const unsigned dims = bld->dims;
865 LLVMValueRef width_vec;
866 LLVMValueRef height_vec;
867 LLVMValueRef depth_vec;
868 LLVMValueRef flt_size;
869 LLVMValueRef flt_width_vec;
870 LLVMValueRef flt_height_vec;
871 LLVMValueRef flt_depth_vec;
872 LLVMValueRef x, y = NULL, z = NULL;
873
874 lp_build_extract_image_sizes(bld,
875 &bld->int_size_bld,
876 bld->int_coord_type,
877 size,
878 &width_vec, &height_vec, &depth_vec);
879
880 flt_size = lp_build_int_to_float(&bld->float_size_bld, size);
881
882 lp_build_extract_image_sizes(bld,
883 &bld->float_size_bld,
884 bld->coord_type,
885 flt_size,
886 &flt_width_vec, &flt_height_vec, &flt_depth_vec);
887
888 /*
889 * Compute integer texcoords.
890 */
891 x = lp_build_sample_wrap_nearest(bld, coords[0], width_vec,
892 flt_width_vec, offsets[0],
893 bld->static_texture_state->pot_width,
894 bld->static_sampler_state->wrap_s);
895 lp_build_name(x, "tex.x.wrapped");
896
897 if (dims >= 2) {
898 y = lp_build_sample_wrap_nearest(bld, coords[1], height_vec,
899 flt_height_vec, offsets[1],
900 bld->static_texture_state->pot_height,
901 bld->static_sampler_state->wrap_t);
902 lp_build_name(y, "tex.y.wrapped");
903
904 if (dims == 3) {
905 z = lp_build_sample_wrap_nearest(bld, coords[2], depth_vec,
906 flt_depth_vec, offsets[2],
907 bld->static_texture_state->pot_depth,
908 bld->static_sampler_state->wrap_r);
909 lp_build_name(z, "tex.z.wrapped");
910 }
911 }
912 if (has_layer_coord(bld->static_texture_state->target)) {
913 if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) {
914 /* add cube layer to face */
915 z = lp_build_add(&bld->int_coord_bld, coords[2], coords[3]);
916 }
917 else {
918 z = coords[2];
919 }
920 lp_build_name(z, "tex.z.layer");
921 }
922
923 /*
924 * Get texture colors.
925 */
926 lp_build_sample_texel_soa(bld,
927 width_vec, height_vec, depth_vec,
928 x, y, z,
929 row_stride_vec, img_stride_vec,
930 data_ptr, mipoffsets, colors_out);
931
932 if (bld->static_sampler_state->compare_mode != PIPE_TEX_COMPARE_NONE) {
933 LLVMValueRef cmpval;
934 cmpval = lp_build_sample_comparefunc(bld, coords[4], colors_out[0]);
935 /* this is really just a AND 1.0, cmpval but llvm is clever enough */
936 colors_out[0] = lp_build_select(&bld->texel_bld, cmpval,
937 bld->texel_bld.one, bld->texel_bld.zero);
938 colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0];
939 }
940
941 }
942
943
944 /**
945 * Like a lerp, but inputs are 0/~0 masks, so can simplify slightly.
946 */
947 static LLVMValueRef
948 lp_build_masklerp(struct lp_build_context *bld,
949 LLVMValueRef weight,
950 LLVMValueRef mask0,
951 LLVMValueRef mask1)
952 {
953 struct gallivm_state *gallivm = bld->gallivm;
954 LLVMBuilderRef builder = gallivm->builder;
955 LLVMValueRef weight2;
956
957 weight2 = lp_build_sub(bld, bld->one, weight);
958 weight = LLVMBuildBitCast(builder, weight,
959 lp_build_int_vec_type(gallivm, bld->type), "");
960 weight2 = LLVMBuildBitCast(builder, weight2,
961 lp_build_int_vec_type(gallivm, bld->type), "");
962 weight = LLVMBuildAnd(builder, weight, mask1, "");
963 weight2 = LLVMBuildAnd(builder, weight2, mask0, "");
964 weight = LLVMBuildBitCast(builder, weight, bld->vec_type, "");
965 weight2 = LLVMBuildBitCast(builder, weight2, bld->vec_type, "");
966 return lp_build_add(bld, weight, weight2);
967 }
968
969 /**
970 * Like a 2d lerp, but inputs are 0/~0 masks, so can simplify slightly.
971 */
972 static LLVMValueRef
973 lp_build_masklerp2d(struct lp_build_context *bld,
974 LLVMValueRef weight0,
975 LLVMValueRef weight1,
976 LLVMValueRef mask00,
977 LLVMValueRef mask01,
978 LLVMValueRef mask10,
979 LLVMValueRef mask11)
980 {
981 LLVMValueRef val0 = lp_build_masklerp(bld, weight0, mask00, mask01);
982 LLVMValueRef val1 = lp_build_masklerp(bld, weight0, mask10, mask11);
983 return lp_build_lerp(bld, weight1, val0, val1, 0);
984 }
985
986 /*
987 * this is a bit excessive code for something OpenGL just recommends
988 * but does not require.
989 */
990 #define ACCURATE_CUBE_CORNERS 1
991
992 /**
993 * Generate code to sample a mipmap level with linear filtering.
994 * If sampling a cube texture, r = cube face in [0,5].
995 * If linear_mask is present, only pixels having their mask set
996 * will receive linear filtering, the rest will use nearest.
997 */
998 static void
999 lp_build_sample_image_linear(struct lp_build_sample_context *bld,
1000 boolean is_gather,
1001 LLVMValueRef size,
1002 LLVMValueRef linear_mask,
1003 LLVMValueRef row_stride_vec,
1004 LLVMValueRef img_stride_vec,
1005 LLVMValueRef data_ptr,
1006 LLVMValueRef mipoffsets,
1007 LLVMValueRef *coords,
1008 const LLVMValueRef *offsets,
1009 LLVMValueRef colors_out[4])
1010 {
1011 LLVMBuilderRef builder = bld->gallivm->builder;
1012 struct lp_build_context *ivec_bld = &bld->int_coord_bld;
1013 struct lp_build_context *coord_bld = &bld->coord_bld;
1014 struct lp_build_context *texel_bld = &bld->texel_bld;
1015 const unsigned dims = bld->dims;
1016 LLVMValueRef width_vec;
1017 LLVMValueRef height_vec;
1018 LLVMValueRef depth_vec;
1019 LLVMValueRef flt_size;
1020 LLVMValueRef flt_width_vec;
1021 LLVMValueRef flt_height_vec;
1022 LLVMValueRef flt_depth_vec;
1023 LLVMValueRef fall_off[4], have_corners;
1024 LLVMValueRef z1 = NULL;
1025 LLVMValueRef z00 = NULL, z01 = NULL, z10 = NULL, z11 = NULL;
1026 LLVMValueRef x00 = NULL, x01 = NULL, x10 = NULL, x11 = NULL;
1027 LLVMValueRef y00 = NULL, y01 = NULL, y10 = NULL, y11 = NULL;
1028 LLVMValueRef s_fpart, t_fpart = NULL, r_fpart = NULL;
1029 LLVMValueRef xs[4], ys[4], zs[4];
1030 LLVMValueRef neighbors[2][2][4];
1031 int chan, texel_index;
1032 boolean seamless_cube_filter, accurate_cube_corners;
1033 unsigned chan_swiz = bld->static_texture_state->swizzle_r;
1034
1035 seamless_cube_filter = (bld->static_texture_state->target == PIPE_TEXTURE_CUBE ||
1036 bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) &&
1037 bld->static_sampler_state->seamless_cube_map;
1038
1039 accurate_cube_corners = ACCURATE_CUBE_CORNERS && seamless_cube_filter;
1040
1041 lp_build_extract_image_sizes(bld,
1042 &bld->int_size_bld,
1043 bld->int_coord_type,
1044 size,
1045 &width_vec, &height_vec, &depth_vec);
1046
1047 flt_size = lp_build_int_to_float(&bld->float_size_bld, size);
1048
1049 lp_build_extract_image_sizes(bld,
1050 &bld->float_size_bld,
1051 bld->coord_type,
1052 flt_size,
1053 &flt_width_vec, &flt_height_vec, &flt_depth_vec);
1054
1055 /*
1056 * Compute integer texcoords.
1057 */
1058
1059 if (!seamless_cube_filter) {
1060 lp_build_sample_wrap_linear(bld, is_gather, coords[0], width_vec,
1061 flt_width_vec, offsets[0],
1062 bld->static_texture_state->pot_width,
1063 bld->static_sampler_state->wrap_s,
1064 &x00, &x01, &s_fpart);
1065 lp_build_name(x00, "tex.x0.wrapped");
1066 lp_build_name(x01, "tex.x1.wrapped");
1067 x10 = x00;
1068 x11 = x01;
1069
1070 if (dims >= 2) {
1071 lp_build_sample_wrap_linear(bld, is_gather, coords[1], height_vec,
1072 flt_height_vec, offsets[1],
1073 bld->static_texture_state->pot_height,
1074 bld->static_sampler_state->wrap_t,
1075 &y00, &y10, &t_fpart);
1076 lp_build_name(y00, "tex.y0.wrapped");
1077 lp_build_name(y10, "tex.y1.wrapped");
1078 y01 = y00;
1079 y11 = y10;
1080
1081 if (dims == 3) {
1082 lp_build_sample_wrap_linear(bld, is_gather, coords[2], depth_vec,
1083 flt_depth_vec, offsets[2],
1084 bld->static_texture_state->pot_depth,
1085 bld->static_sampler_state->wrap_r,
1086 &z00, &z1, &r_fpart);
1087 z01 = z10 = z11 = z00;
1088 lp_build_name(z00, "tex.z0.wrapped");
1089 lp_build_name(z1, "tex.z1.wrapped");
1090 }
1091 }
1092 if (has_layer_coord(bld->static_texture_state->target)) {
1093 if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) {
1094 /* add cube layer to face */
1095 z00 = z01 = z10 = z11 = z1 =
1096 lp_build_add(&bld->int_coord_bld, coords[2], coords[3]);
1097 }
1098 else {
1099 z00 = z01 = z10 = z11 = z1 = coords[2]; /* cube face or layer */
1100 }
1101 lp_build_name(z00, "tex.z0.layer");
1102 lp_build_name(z1, "tex.z1.layer");
1103 }
1104 }
1105 else {
1106 struct lp_build_if_state edge_if;
1107 LLVMTypeRef int1t;
1108 LLVMValueRef new_faces[4], new_xcoords[4][2], new_ycoords[4][2];
1109 LLVMValueRef coord, have_edge, have_corner;
1110 LLVMValueRef fall_off_ym_notxm, fall_off_ym_notxp, fall_off_x, fall_off_y;
1111 LLVMValueRef fall_off_yp_notxm, fall_off_yp_notxp;
1112 LLVMValueRef x0, x1, y0, y1, y0_clamped, y1_clamped;
1113 LLVMValueRef face = coords[2];
1114 LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5f);
1115 LLVMValueRef length_minus_one = lp_build_sub(ivec_bld, width_vec, ivec_bld->one);
1116 /* XXX drop height calcs. Could (should) do this without seamless filtering too */
1117 height_vec = width_vec;
1118 flt_height_vec = flt_width_vec;
1119
1120 /* XXX the overflow logic is actually sort of duplicated with trilinear,
1121 * since an overflow in one mip should also have a corresponding overflow
1122 * in another.
1123 */
1124 /* should always have normalized coords, and offsets are undefined */
1125 assert(bld->static_sampler_state->normalized_coords);
1126 /*
1127 * The coords should all be between [0,1] however we can have NaNs,
1128 * which will wreak havoc. In particular the y1_clamped value below
1129 * can be -INT_MAX (on x86) and be propagated right through (probably
1130 * other values might be bogus in the end too).
1131 * So kill off the NaNs here.
1132 */
1133 coords[0] = lp_build_max_ext(coord_bld, coords[0], coord_bld->zero,
1134 GALLIVM_NAN_RETURN_OTHER_SECOND_NONNAN);
1135 coords[1] = lp_build_max_ext(coord_bld, coords[1], coord_bld->zero,
1136 GALLIVM_NAN_RETURN_OTHER_SECOND_NONNAN);
1137 coord = lp_build_mul(coord_bld, coords[0], flt_width_vec);
1138 /* instead of clamp, build mask if overflowed */
1139 coord = lp_build_sub(coord_bld, coord, half);
1140 /* convert to int, compute lerp weight */
1141 /* not ideal with AVX (and no AVX2) */
1142 lp_build_ifloor_fract(coord_bld, coord, &x0, &s_fpart);
1143 x1 = lp_build_add(ivec_bld, x0, ivec_bld->one);
1144 coord = lp_build_mul(coord_bld, coords[1], flt_height_vec);
1145 coord = lp_build_sub(coord_bld, coord, half);
1146 lp_build_ifloor_fract(coord_bld, coord, &y0, &t_fpart);
1147 y1 = lp_build_add(ivec_bld, y0, ivec_bld->one);
1148
1149 fall_off[0] = lp_build_cmp(ivec_bld, PIPE_FUNC_LESS, x0, ivec_bld->zero);
1150 fall_off[1] = lp_build_cmp(ivec_bld, PIPE_FUNC_GREATER, x1, length_minus_one);
1151 fall_off[2] = lp_build_cmp(ivec_bld, PIPE_FUNC_LESS, y0, ivec_bld->zero);
1152 fall_off[3] = lp_build_cmp(ivec_bld, PIPE_FUNC_GREATER, y1, length_minus_one);
1153
1154 fall_off_x = lp_build_or(ivec_bld, fall_off[0], fall_off[1]);
1155 fall_off_y = lp_build_or(ivec_bld, fall_off[2], fall_off[3]);
1156 have_edge = lp_build_or(ivec_bld, fall_off_x, fall_off_y);
1157 have_edge = lp_build_any_true_range(ivec_bld, ivec_bld->type.length, have_edge);
1158
1159 /* needed for accurate corner filtering branch later, rely on 0 init */
1160 int1t = LLVMInt1TypeInContext(bld->gallivm->context);
1161 have_corners = lp_build_alloca(bld->gallivm, int1t, "have_corner");
1162
1163 for (texel_index = 0; texel_index < 4; texel_index++) {
1164 xs[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "xs");
1165 ys[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "ys");
1166 zs[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "zs");
1167 }
1168
1169 lp_build_if(&edge_if, bld->gallivm, have_edge);
1170
1171 have_corner = lp_build_and(ivec_bld, fall_off_x, fall_off_y);
1172 have_corner = lp_build_any_true_range(ivec_bld, ivec_bld->type.length, have_corner);
1173 LLVMBuildStore(builder, have_corner, have_corners);
1174
1175 /*
1176 * Need to feed clamped values here for cheap corner handling,
1177 * but only for y coord (as when falling off both edges we only
1178 * fall off the x one) - this should be sufficient.
1179 */
1180 y0_clamped = lp_build_max(ivec_bld, y0, ivec_bld->zero);
1181 y1_clamped = lp_build_min(ivec_bld, y1, length_minus_one);
1182
1183 /*
1184 * Get all possible new coords.
1185 */
1186 lp_build_cube_new_coords(ivec_bld, face,
1187 x0, x1, y0_clamped, y1_clamped,
1188 length_minus_one,
1189 new_faces, new_xcoords, new_ycoords);
1190
1191 /* handle fall off x-, x+ direction */
1192 /* determine new coords, face (not both fall_off vars can be true at same time) */
1193 x00 = lp_build_select(ivec_bld, fall_off[0], new_xcoords[0][0], x0);
1194 y00 = lp_build_select(ivec_bld, fall_off[0], new_ycoords[0][0], y0_clamped);
1195 x10 = lp_build_select(ivec_bld, fall_off[0], new_xcoords[0][1], x0);
1196 y10 = lp_build_select(ivec_bld, fall_off[0], new_ycoords[0][1], y1_clamped);
1197 x01 = lp_build_select(ivec_bld, fall_off[1], new_xcoords[1][0], x1);
1198 y01 = lp_build_select(ivec_bld, fall_off[1], new_ycoords[1][0], y0_clamped);
1199 x11 = lp_build_select(ivec_bld, fall_off[1], new_xcoords[1][1], x1);
1200 y11 = lp_build_select(ivec_bld, fall_off[1], new_ycoords[1][1], y1_clamped);
1201
1202 z00 = z10 = lp_build_select(ivec_bld, fall_off[0], new_faces[0], face);
1203 z01 = z11 = lp_build_select(ivec_bld, fall_off[1], new_faces[1], face);
1204
1205 /* handle fall off y-, y+ direction */
1206 /*
1207 * Cheap corner logic: just hack up things so a texel doesn't fall
1208 * off both sides (which means filter weights will be wrong but we'll only
1209 * use valid texels in the filter).
1210 * This means however (y) coords must additionally be clamped (see above).
1211 * This corner handling should be fully OpenGL (but not d3d10) compliant.
1212 */
1213 fall_off_ym_notxm = lp_build_andnot(ivec_bld, fall_off[2], fall_off[0]);
1214 fall_off_ym_notxp = lp_build_andnot(ivec_bld, fall_off[2], fall_off[1]);
1215 fall_off_yp_notxm = lp_build_andnot(ivec_bld, fall_off[3], fall_off[0]);
1216 fall_off_yp_notxp = lp_build_andnot(ivec_bld, fall_off[3], fall_off[1]);
1217
1218 x00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_xcoords[2][0], x00);
1219 y00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_ycoords[2][0], y00);
1220 x01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_xcoords[2][1], x01);
1221 y01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_ycoords[2][1], y01);
1222 x10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_xcoords[3][0], x10);
1223 y10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_ycoords[3][0], y10);
1224 x11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_xcoords[3][1], x11);
1225 y11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_ycoords[3][1], y11);
1226
1227 z00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_faces[2], z00);
1228 z01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_faces[2], z01);
1229 z10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_faces[3], z10);
1230 z11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_faces[3], z11);
1231
1232 if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) {
1233 /* now can add cube layer to face (per sample) */
1234 z00 = lp_build_add(ivec_bld, z00, coords[3]);
1235 z01 = lp_build_add(ivec_bld, z01, coords[3]);
1236 z10 = lp_build_add(ivec_bld, z10, coords[3]);
1237 z11 = lp_build_add(ivec_bld, z11, coords[3]);
1238 }
1239
1240 LLVMBuildStore(builder, x00, xs[0]);
1241 LLVMBuildStore(builder, x01, xs[1]);
1242 LLVMBuildStore(builder, x10, xs[2]);
1243 LLVMBuildStore(builder, x11, xs[3]);
1244 LLVMBuildStore(builder, y00, ys[0]);
1245 LLVMBuildStore(builder, y01, ys[1]);
1246 LLVMBuildStore(builder, y10, ys[2]);
1247 LLVMBuildStore(builder, y11, ys[3]);
1248 LLVMBuildStore(builder, z00, zs[0]);
1249 LLVMBuildStore(builder, z01, zs[1]);
1250 LLVMBuildStore(builder, z10, zs[2]);
1251 LLVMBuildStore(builder, z11, zs[3]);
1252
1253 lp_build_else(&edge_if);
1254
1255 LLVMBuildStore(builder, x0, xs[0]);
1256 LLVMBuildStore(builder, x1, xs[1]);
1257 LLVMBuildStore(builder, x0, xs[2]);
1258 LLVMBuildStore(builder, x1, xs[3]);
1259 LLVMBuildStore(builder, y0, ys[0]);
1260 LLVMBuildStore(builder, y0, ys[1]);
1261 LLVMBuildStore(builder, y1, ys[2]);
1262 LLVMBuildStore(builder, y1, ys[3]);
1263 if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) {
1264 LLVMValueRef cube_layer = lp_build_add(ivec_bld, face, coords[3]);
1265 LLVMBuildStore(builder, cube_layer, zs[0]);
1266 LLVMBuildStore(builder, cube_layer, zs[1]);
1267 LLVMBuildStore(builder, cube_layer, zs[2]);
1268 LLVMBuildStore(builder, cube_layer, zs[3]);
1269 }
1270 else {
1271 LLVMBuildStore(builder, face, zs[0]);
1272 LLVMBuildStore(builder, face, zs[1]);
1273 LLVMBuildStore(builder, face, zs[2]);
1274 LLVMBuildStore(builder, face, zs[3]);
1275 }
1276
1277 lp_build_endif(&edge_if);
1278
1279 x00 = LLVMBuildLoad(builder, xs[0], "");
1280 x01 = LLVMBuildLoad(builder, xs[1], "");
1281 x10 = LLVMBuildLoad(builder, xs[2], "");
1282 x11 = LLVMBuildLoad(builder, xs[3], "");
1283 y00 = LLVMBuildLoad(builder, ys[0], "");
1284 y01 = LLVMBuildLoad(builder, ys[1], "");
1285 y10 = LLVMBuildLoad(builder, ys[2], "");
1286 y11 = LLVMBuildLoad(builder, ys[3], "");
1287 z00 = LLVMBuildLoad(builder, zs[0], "");
1288 z01 = LLVMBuildLoad(builder, zs[1], "");
1289 z10 = LLVMBuildLoad(builder, zs[2], "");
1290 z11 = LLVMBuildLoad(builder, zs[3], "");
1291 }
1292
1293 if (linear_mask) {
1294 /*
1295 * Whack filter weights into place. Whatever texel had more weight is
1296 * the one which should have been selected by nearest filtering hence
1297 * just use 100% weight for it.
1298 */
1299 struct lp_build_context *c_bld = &bld->coord_bld;
1300 LLVMValueRef w1_mask, w1_weight;
1301 LLVMValueRef half = lp_build_const_vec(bld->gallivm, c_bld->type, 0.5f);
1302
1303 w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, s_fpart, half);
1304 /* this select is really just a "and" */
1305 w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero);
1306 s_fpart = lp_build_select(c_bld, linear_mask, s_fpart, w1_weight);
1307 if (dims >= 2) {
1308 w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, t_fpart, half);
1309 w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero);
1310 t_fpart = lp_build_select(c_bld, linear_mask, t_fpart, w1_weight);
1311 if (dims == 3) {
1312 w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, r_fpart, half);
1313 w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero);
1314 r_fpart = lp_build_select(c_bld, linear_mask, r_fpart, w1_weight);
1315 }
1316 }
1317 }
1318
1319 /*
1320 * Get texture colors.
1321 */
1322 /* get x0/x1 texels */
1323 lp_build_sample_texel_soa(bld,
1324 width_vec, height_vec, depth_vec,
1325 x00, y00, z00,
1326 row_stride_vec, img_stride_vec,
1327 data_ptr, mipoffsets, neighbors[0][0]);
1328 lp_build_sample_texel_soa(bld,
1329 width_vec, height_vec, depth_vec,
1330 x01, y01, z01,
1331 row_stride_vec, img_stride_vec,
1332 data_ptr, mipoffsets, neighbors[0][1]);
1333
1334 if (dims == 1) {
1335 assert(!is_gather);
1336 if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
1337 /* Interpolate two samples from 1D image to produce one color */
1338 for (chan = 0; chan < 4; chan++) {
1339 colors_out[chan] = lp_build_lerp(texel_bld, s_fpart,
1340 neighbors[0][0][chan],
1341 neighbors[0][1][chan],
1342 0);
1343 }
1344 }
1345 else {
1346 LLVMValueRef cmpval0, cmpval1;
1347 cmpval0 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]);
1348 cmpval1 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]);
1349 /* simplified lerp, AND mask with weight and add */
1350 colors_out[0] = lp_build_masklerp(texel_bld, s_fpart,
1351 cmpval0, cmpval1);
1352 colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0];
1353 }
1354 }
1355 else {
1356 /* 2D/3D texture */
1357 struct lp_build_if_state corner_if;
1358 LLVMValueRef colors0[4], colorss[4];
1359
1360 /* get x0/x1 texels at y1 */
1361 lp_build_sample_texel_soa(bld,
1362 width_vec, height_vec, depth_vec,
1363 x10, y10, z10,
1364 row_stride_vec, img_stride_vec,
1365 data_ptr, mipoffsets, neighbors[1][0]);
1366 lp_build_sample_texel_soa(bld,
1367 width_vec, height_vec, depth_vec,
1368 x11, y11, z11,
1369 row_stride_vec, img_stride_vec,
1370 data_ptr, mipoffsets, neighbors[1][1]);
1371
1372 /*
1373 * To avoid having to duplicate linear_mask / fetch code use
1374 * another branch (with corner condition though edge would work
1375 * as well) here.
1376 */
1377 if (accurate_cube_corners) {
1378 LLVMValueRef c00, c01, c10, c11, c00f, c01f, c10f, c11f;
1379 LLVMValueRef have_corner, one_third;
1380
1381 colorss[0] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs0");
1382 colorss[1] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs1");
1383 colorss[2] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs2");
1384 colorss[3] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs3");
1385
1386 have_corner = LLVMBuildLoad(builder, have_corners, "");
1387
1388 lp_build_if(&corner_if, bld->gallivm, have_corner);
1389
1390 one_third = lp_build_const_vec(bld->gallivm, coord_bld->type,
1391 1.0f/3.0f);
1392
1393 /* find corner */
1394 c00 = lp_build_and(ivec_bld, fall_off[0], fall_off[2]);
1395 c00f = LLVMBuildBitCast(builder, c00, coord_bld->vec_type, "");
1396 c01 = lp_build_and(ivec_bld, fall_off[1], fall_off[2]);
1397 c01f = LLVMBuildBitCast(builder, c01, coord_bld->vec_type, "");
1398 c10 = lp_build_and(ivec_bld, fall_off[0], fall_off[3]);
1399 c10f = LLVMBuildBitCast(builder, c10, coord_bld->vec_type, "");
1400 c11 = lp_build_and(ivec_bld, fall_off[1], fall_off[3]);
1401 c11f = LLVMBuildBitCast(builder, c11, coord_bld->vec_type, "");
1402
1403 if (!is_gather) {
1404 /*
1405 * we can't use standard 2d lerp as we need per-element weight
1406 * in case of corners, so just calculate bilinear result as
1407 * w00*s00 + w01*s01 + w10*s10 + w11*s11.
1408 * (This is actually less work than using 2d lerp, 7 vs. 9
1409 * instructions, however calculating the weights needs another 6,
1410 * so actually probably not slower than 2d lerp only for 4 channels
1411 * as weights only need to be calculated once - of course fixing
1412 * the weights has additional cost.)
1413 */
1414 LLVMValueRef w00, w01, w10, w11, wx0, wy0, c_weight, tmp;
1415 wx0 = lp_build_sub(coord_bld, coord_bld->one, s_fpart);
1416 wy0 = lp_build_sub(coord_bld, coord_bld->one, t_fpart);
1417 w00 = lp_build_mul(coord_bld, wx0, wy0);
1418 w01 = lp_build_mul(coord_bld, s_fpart, wy0);
1419 w10 = lp_build_mul(coord_bld, wx0, t_fpart);
1420 w11 = lp_build_mul(coord_bld, s_fpart, t_fpart);
1421
1422 /* find corner weight */
1423 c_weight = lp_build_select(coord_bld, c00, w00, coord_bld->zero);
1424 c_weight = lp_build_select(coord_bld, c01, w01, c_weight);
1425 c_weight = lp_build_select(coord_bld, c10, w10, c_weight);
1426 c_weight = lp_build_select(coord_bld, c11, w11, c_weight);
1427
1428 /*
1429 * add 1/3 of the corner weight to the weight of the 3 other
1430 * samples and null out corner weight.
1431 */
1432 c_weight = lp_build_mul(coord_bld, c_weight, one_third);
1433 w00 = lp_build_add(coord_bld, w00, c_weight);
1434 w00 = lp_build_andnot(coord_bld, w00, c00f);
1435 w01 = lp_build_add(coord_bld, w01, c_weight);
1436 w01 = lp_build_andnot(coord_bld, w01, c01f);
1437 w10 = lp_build_add(coord_bld, w10, c_weight);
1438 w10 = lp_build_andnot(coord_bld, w10, c10f);
1439 w11 = lp_build_add(coord_bld, w11, c_weight);
1440 w11 = lp_build_andnot(coord_bld, w11, c11f);
1441
1442 if (bld->static_sampler_state->compare_mode ==
1443 PIPE_TEX_COMPARE_NONE) {
1444 for (chan = 0; chan < 4; chan++) {
1445 colors0[chan] = lp_build_mul(coord_bld, w00,
1446 neighbors[0][0][chan]);
1447 tmp = lp_build_mul(coord_bld, w01, neighbors[0][1][chan]);
1448 colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
1449 tmp = lp_build_mul(coord_bld, w10, neighbors[1][0][chan]);
1450 colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
1451 tmp = lp_build_mul(coord_bld, w11, neighbors[1][1][chan]);
1452 colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
1453 }
1454 }
1455 else {
1456 LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11;
1457 cmpval00 = lp_build_sample_comparefunc(bld, coords[4],
1458 neighbors[0][0][0]);
1459 cmpval01 = lp_build_sample_comparefunc(bld, coords[4],
1460 neighbors[0][1][0]);
1461 cmpval10 = lp_build_sample_comparefunc(bld, coords[4],
1462 neighbors[1][0][0]);
1463 cmpval11 = lp_build_sample_comparefunc(bld, coords[4],
1464 neighbors[1][1][0]);
1465 /*
1466 * inputs to interpolation are just masks so just add
1467 * masked weights together
1468 */
1469 cmpval00 = LLVMBuildBitCast(builder, cmpval00,
1470 coord_bld->vec_type, "");
1471 cmpval01 = LLVMBuildBitCast(builder, cmpval01,
1472 coord_bld->vec_type, "");
1473 cmpval10 = LLVMBuildBitCast(builder, cmpval10,
1474 coord_bld->vec_type, "");
1475 cmpval11 = LLVMBuildBitCast(builder, cmpval11,
1476 coord_bld->vec_type, "");
1477 colors0[0] = lp_build_and(coord_bld, w00, cmpval00);
1478 tmp = lp_build_and(coord_bld, w01, cmpval01);
1479 colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
1480 tmp = lp_build_and(coord_bld, w10, cmpval10);
1481 colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
1482 tmp = lp_build_and(coord_bld, w11, cmpval11);
1483 colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
1484 colors0[1] = colors0[2] = colors0[3] = colors0[0];
1485 }
1486 }
1487 else {
1488 /*
1489 * We don't have any weights to adjust, so instead calculate
1490 * the fourth texel as simply the average of the other 3.
1491 * (This would work for non-gather too, however we'd have
1492 * a boatload more of the select stuff due to there being
1493 * 4 times as many colors as weights.)
1494 */
1495 LLVMValueRef col00, col01, col10, col11;
1496 LLVMValueRef colc, colc0, colc1;
1497 col10 = lp_build_swizzle_soa_channel(texel_bld,
1498 neighbors[1][0], chan_swiz);
1499 col11 = lp_build_swizzle_soa_channel(texel_bld,
1500 neighbors[1][1], chan_swiz);
1501 col01 = lp_build_swizzle_soa_channel(texel_bld,
1502 neighbors[0][1], chan_swiz);
1503 col00 = lp_build_swizzle_soa_channel(texel_bld,
1504 neighbors[0][0], chan_swiz);
1505
1506 /*
1507 * The spec says for comparison filtering, the comparison
1508 * must happen before synthesizing the new value.
1509 * This means all gathered values are always 0 or 1,
1510 * except for the non-existing texel, which can be 0,1/3,2/3,1...
1511 * Seems like we'd be allowed to just return 0 or 1 too, so we
1512 * could simplify and pass down the compare mask values to the
1513 * end (using int arithmetic/compare on the mask values to
1514 * construct the fourth texel) and only there convert to floats
1515 * but it's probably not worth it (it might be easier for the cpu
1516 * but not for the code)...
1517 */
1518 if (bld->static_sampler_state->compare_mode !=
1519 PIPE_TEX_COMPARE_NONE) {
1520 LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11;
1521 cmpval00 = lp_build_sample_comparefunc(bld, coords[4], col00);
1522 cmpval01 = lp_build_sample_comparefunc(bld, coords[4], col01);
1523 cmpval10 = lp_build_sample_comparefunc(bld, coords[4], col10);
1524 cmpval11 = lp_build_sample_comparefunc(bld, coords[4], col11);
1525 col00 = lp_build_select(texel_bld, cmpval00,
1526 texel_bld->one, texel_bld->zero);
1527 col01 = lp_build_select(texel_bld, cmpval01,
1528 texel_bld->one, texel_bld->zero);
1529 col10 = lp_build_select(texel_bld, cmpval10,
1530 texel_bld->one, texel_bld->zero);
1531 col11 = lp_build_select(texel_bld, cmpval11,
1532 texel_bld->one, texel_bld->zero);
1533 }
1534
1535 /*
1536 * Null out corner color.
1537 */
1538 col00 = lp_build_andnot(coord_bld, col00, c00f);
1539 col01 = lp_build_andnot(coord_bld, col01, c01f);
1540 col10 = lp_build_andnot(coord_bld, col10, c10f);
1541 col11 = lp_build_andnot(coord_bld, col11, c11f);
1542
1543 /*
1544 * New corner texel color is all colors added / 3.
1545 */
1546 colc0 = lp_build_add(coord_bld, col00, col01);
1547 colc1 = lp_build_add(coord_bld, col10, col11);
1548 colc = lp_build_add(coord_bld, colc0, colc1);
1549 colc = lp_build_mul(coord_bld, one_third, colc);
1550
1551 /*
1552 * Replace the corner texel color with the new value.
1553 */
1554 col00 = lp_build_select(coord_bld, c00, colc, col00);
1555 col01 = lp_build_select(coord_bld, c01, colc, col01);
1556 col10 = lp_build_select(coord_bld, c10, colc, col10);
1557 col11 = lp_build_select(coord_bld, c11, colc, col11);
1558
1559 colors0[0] = col10;
1560 colors0[1] = col11;
1561 colors0[2] = col01;
1562 colors0[3] = col00;
1563 }
1564
1565 LLVMBuildStore(builder, colors0[0], colorss[0]);
1566 LLVMBuildStore(builder, colors0[1], colorss[1]);
1567 LLVMBuildStore(builder, colors0[2], colorss[2]);
1568 LLVMBuildStore(builder, colors0[3], colorss[3]);
1569
1570 lp_build_else(&corner_if);
1571 }
1572
1573 if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
1574 if (is_gather) {
1575 /*
1576 * Just assign the red channel (no component selection yet).
1577 * This is a bit hackish, we usually do the swizzle at the
1578 * end of sampling (much less values to swizzle), but this
1579 * obviously cannot work when using gather.
1580 */
1581 colors0[0] = lp_build_swizzle_soa_channel(texel_bld,
1582 neighbors[1][0],
1583 chan_swiz);
1584 colors0[1] = lp_build_swizzle_soa_channel(texel_bld,
1585 neighbors[1][1],
1586 chan_swiz);
1587 colors0[2] = lp_build_swizzle_soa_channel(texel_bld,
1588 neighbors[0][1],
1589 chan_swiz);
1590 colors0[3] = lp_build_swizzle_soa_channel(texel_bld,
1591 neighbors[0][0],
1592 chan_swiz);
1593 }
1594 else {
1595 /* Bilinear interpolate the four samples from the 2D image / 3D slice */
1596 for (chan = 0; chan < 4; chan++) {
1597 colors0[chan] = lp_build_lerp_2d(texel_bld,
1598 s_fpart, t_fpart,
1599 neighbors[0][0][chan],
1600 neighbors[0][1][chan],
1601 neighbors[1][0][chan],
1602 neighbors[1][1][chan],
1603 0);
1604 }
1605 }
1606 }
1607 else {
1608 LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11;
1609 cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]);
1610 cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]);
1611 cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]);
1612 cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]);
1613
1614 if (is_gather) {
1615 /* more hacks for swizzling, should be X, ONE or ZERO... */
1616 colors0[0] = lp_build_select(texel_bld, cmpval10,
1617 texel_bld->one, texel_bld->zero);
1618 colors0[1] = lp_build_select(texel_bld, cmpval11,
1619 texel_bld->one, texel_bld->zero);
1620 colors0[2] = lp_build_select(texel_bld, cmpval01,
1621 texel_bld->one, texel_bld->zero);
1622 colors0[3] = lp_build_select(texel_bld, cmpval00,
1623 texel_bld->one, texel_bld->zero);
1624 }
1625 else {
1626 colors0[0] = lp_build_masklerp2d(texel_bld, s_fpart, t_fpart,
1627 cmpval00, cmpval01, cmpval10, cmpval11);
1628 colors0[1] = colors0[2] = colors0[3] = colors0[0];
1629 }
1630 }
1631
1632 if (accurate_cube_corners) {
1633 LLVMBuildStore(builder, colors0[0], colorss[0]);
1634 LLVMBuildStore(builder, colors0[1], colorss[1]);
1635 LLVMBuildStore(builder, colors0[2], colorss[2]);
1636 LLVMBuildStore(builder, colors0[3], colorss[3]);
1637
1638 lp_build_endif(&corner_if);
1639
1640 colors0[0] = LLVMBuildLoad(builder, colorss[0], "");
1641 colors0[1] = LLVMBuildLoad(builder, colorss[1], "");
1642 colors0[2] = LLVMBuildLoad(builder, colorss[2], "");
1643 colors0[3] = LLVMBuildLoad(builder, colorss[3], "");
1644 }
1645
1646 if (dims == 3) {
1647 LLVMValueRef neighbors1[2][2][4];
1648 LLVMValueRef colors1[4];
1649
1650 assert(!is_gather);
1651
1652 /* get x0/x1/y0/y1 texels at z1 */
1653 lp_build_sample_texel_soa(bld,
1654 width_vec, height_vec, depth_vec,
1655 x00, y00, z1,
1656 row_stride_vec, img_stride_vec,
1657 data_ptr, mipoffsets, neighbors1[0][0]);
1658 lp_build_sample_texel_soa(bld,
1659 width_vec, height_vec, depth_vec,
1660 x01, y01, z1,
1661 row_stride_vec, img_stride_vec,
1662 data_ptr, mipoffsets, neighbors1[0][1]);
1663 lp_build_sample_texel_soa(bld,
1664 width_vec, height_vec, depth_vec,
1665 x10, y10, z1,
1666 row_stride_vec, img_stride_vec,
1667 data_ptr, mipoffsets, neighbors1[1][0]);
1668 lp_build_sample_texel_soa(bld,
1669 width_vec, height_vec, depth_vec,
1670 x11, y11, z1,
1671 row_stride_vec, img_stride_vec,
1672 data_ptr, mipoffsets, neighbors1[1][1]);
1673
1674 if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
1675 /* Bilinear interpolate the four samples from the second Z slice */
1676 for (chan = 0; chan < 4; chan++) {
1677 colors1[chan] = lp_build_lerp_2d(texel_bld,
1678 s_fpart, t_fpart,
1679 neighbors1[0][0][chan],
1680 neighbors1[0][1][chan],
1681 neighbors1[1][0][chan],
1682 neighbors1[1][1][chan],
1683 0);
1684 }
1685 /* Linearly interpolate the two samples from the two 3D slices */
1686 for (chan = 0; chan < 4; chan++) {
1687 colors_out[chan] = lp_build_lerp(texel_bld,
1688 r_fpart,
1689 colors0[chan], colors1[chan],
1690 0);
1691 }
1692 }
1693 else {
1694 LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11;
1695 cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]);
1696 cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]);
1697 cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]);
1698 cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]);
1699 colors1[0] = lp_build_masklerp2d(texel_bld, s_fpart, t_fpart,
1700 cmpval00, cmpval01, cmpval10, cmpval11);
1701 /* Linearly interpolate the two samples from the two 3D slices */
1702 colors_out[0] = lp_build_lerp(texel_bld,
1703 r_fpart,
1704 colors0[0], colors1[0],
1705 0);
1706 colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0];
1707 }
1708 }
1709 else {
1710 /* 2D tex */
1711 for (chan = 0; chan < 4; chan++) {
1712 colors_out[chan] = colors0[chan];
1713 }
1714 }
1715 }
1716 if (is_gather) {
1717 /*
1718 * For gather, we can't do our usual channel swizzling done later,
1719 * so do it here. It only really matters for 0/1 swizzles in case
1720 * of comparison filtering, since in this case the results would be
1721 * wrong, without comparison it should all work out alright but it
1722 * can't hurt to do that here, since it will instantly drop all
1723 * calculations above, though it's a rather stupid idea to do
1724 * gather on a channel which will always return 0 or 1 in any case...
1725 */
1726 if (chan_swiz == PIPE_SWIZZLE_1) {
1727 for (chan = 0; chan < 4; chan++) {
1728 colors_out[chan] = texel_bld->one;
1729 }
1730 } else if (chan_swiz == PIPE_SWIZZLE_0) {
1731 for (chan = 0; chan < 4; chan++) {
1732 colors_out[chan] = texel_bld->zero;
1733 }
1734 }
1735 }
1736 }
1737
1738
1739 /**
1740 * Sample the texture/mipmap using given image filter and mip filter.
1741 * ilevel0 and ilevel1 indicate the two mipmap levels to sample
1742 * from (vectors or scalars).
1743 * If we're using nearest miplevel sampling the '1' values will be null/unused.
1744 */
1745 static void
1746 lp_build_sample_mipmap(struct lp_build_sample_context *bld,
1747 unsigned img_filter,
1748 unsigned mip_filter,
1749 boolean is_gather,
1750 LLVMValueRef *coords,
1751 const LLVMValueRef *offsets,
1752 LLVMValueRef ilevel0,
1753 LLVMValueRef ilevel1,
1754 LLVMValueRef lod_fpart,
1755 LLVMValueRef *colors_out)
1756 {
1757 LLVMBuilderRef builder = bld->gallivm->builder;
1758 LLVMValueRef size0 = NULL;
1759 LLVMValueRef size1 = NULL;
1760 LLVMValueRef row_stride0_vec = NULL;
1761 LLVMValueRef row_stride1_vec = NULL;
1762 LLVMValueRef img_stride0_vec = NULL;
1763 LLVMValueRef img_stride1_vec = NULL;
1764 LLVMValueRef data_ptr0 = NULL;
1765 LLVMValueRef data_ptr1 = NULL;
1766 LLVMValueRef mipoff0 = NULL;
1767 LLVMValueRef mipoff1 = NULL;
1768 LLVMValueRef colors0[4], colors1[4];
1769 unsigned chan;
1770
1771 /* sample the first mipmap level */
1772 lp_build_mipmap_level_sizes(bld, ilevel0,
1773 &size0,
1774 &row_stride0_vec, &img_stride0_vec);
1775 if (bld->num_mips == 1) {
1776 data_ptr0 = lp_build_get_mipmap_level(bld, ilevel0);
1777 }
1778 else {
1779 /* This path should work for num_lods 1 too but slightly less efficient */
1780 data_ptr0 = bld->base_ptr;
1781 mipoff0 = lp_build_get_mip_offsets(bld, ilevel0);
1782 }
1783 if (img_filter == PIPE_TEX_FILTER_NEAREST) {
1784 lp_build_sample_image_nearest(bld, size0,
1785 row_stride0_vec, img_stride0_vec,
1786 data_ptr0, mipoff0, coords, offsets,
1787 colors0);
1788 }
1789 else {
1790 assert(img_filter == PIPE_TEX_FILTER_LINEAR);
1791 lp_build_sample_image_linear(bld, is_gather, size0, NULL,
1792 row_stride0_vec, img_stride0_vec,
1793 data_ptr0, mipoff0, coords, offsets,
1794 colors0);
1795 }
1796
1797 /* Store the first level's colors in the output variables */
1798 for (chan = 0; chan < 4; chan++) {
1799 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1800 }
1801
1802 if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
1803 struct lp_build_if_state if_ctx;
1804 LLVMValueRef need_lerp;
1805
1806 /* need_lerp = lod_fpart > 0 */
1807 if (bld->num_lods == 1) {
1808 need_lerp = LLVMBuildFCmp(builder, LLVMRealUGT,
1809 lod_fpart, bld->lodf_bld.zero,
1810 "need_lerp");
1811 }
1812 else {
1813 /*
1814 * We'll do mip filtering if any of the quads (or individual
1815 * pixel in case of per-pixel lod) need it.
1816 * It might be better to split the vectors here and only fetch/filter
1817 * quads which need it (if there's one lod per quad).
1818 */
1819 need_lerp = lp_build_compare(bld->gallivm, bld->lodf_bld.type,
1820 PIPE_FUNC_GREATER,
1821 lod_fpart, bld->lodf_bld.zero);
1822 need_lerp = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods, need_lerp);
1823 }
1824
1825 lp_build_if(&if_ctx, bld->gallivm, need_lerp);
1826 {
1827 /*
1828 * We unfortunately need to clamp lod_fpart here since we can get
1829 * negative values which would screw up filtering if not all
1830 * lod_fpart values have same sign.
1831 */
1832 lod_fpart = lp_build_max(&bld->lodf_bld, lod_fpart,
1833 bld->lodf_bld.zero);
1834 /* sample the second mipmap level */
1835 lp_build_mipmap_level_sizes(bld, ilevel1,
1836 &size1,
1837 &row_stride1_vec, &img_stride1_vec);
1838 if (bld->num_mips == 1) {
1839 data_ptr1 = lp_build_get_mipmap_level(bld, ilevel1);
1840 }
1841 else {
1842 data_ptr1 = bld->base_ptr;
1843 mipoff1 = lp_build_get_mip_offsets(bld, ilevel1);
1844 }
1845 if (img_filter == PIPE_TEX_FILTER_NEAREST) {
1846 lp_build_sample_image_nearest(bld, size1,
1847 row_stride1_vec, img_stride1_vec,
1848 data_ptr1, mipoff1, coords, offsets,
1849 colors1);
1850 }
1851 else {
1852 lp_build_sample_image_linear(bld, FALSE, size1, NULL,
1853 row_stride1_vec, img_stride1_vec,
1854 data_ptr1, mipoff1, coords, offsets,
1855 colors1);
1856 }
1857
1858 /* interpolate samples from the two mipmap levels */
1859
1860 if (bld->num_lods != bld->coord_type.length)
1861 lod_fpart = lp_build_unpack_broadcast_aos_scalars(bld->gallivm,
1862 bld->lodf_bld.type,
1863 bld->texel_bld.type,
1864 lod_fpart);
1865
1866 for (chan = 0; chan < 4; chan++) {
1867 colors0[chan] = lp_build_lerp(&bld->texel_bld, lod_fpart,
1868 colors0[chan], colors1[chan],
1869 0);
1870 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1871 }
1872 }
1873 lp_build_endif(&if_ctx);
1874 }
1875 }
1876
1877
1878 /**
1879 * Sample the texture/mipmap using given mip filter, and using
1880 * both nearest and linear filtering at the same time depending
1881 * on linear_mask.
1882 * lod can be per quad but linear_mask is always per pixel.
1883 * ilevel0 and ilevel1 indicate the two mipmap levels to sample
1884 * from (vectors or scalars).
1885 * If we're using nearest miplevel sampling the '1' values will be null/unused.
1886 */
1887 static void
1888 lp_build_sample_mipmap_both(struct lp_build_sample_context *bld,
1889 LLVMValueRef linear_mask,
1890 unsigned mip_filter,
1891 LLVMValueRef *coords,
1892 const LLVMValueRef *offsets,
1893 LLVMValueRef ilevel0,
1894 LLVMValueRef ilevel1,
1895 LLVMValueRef lod_fpart,
1896 LLVMValueRef lod_positive,
1897 LLVMValueRef *colors_out)
1898 {
1899 LLVMBuilderRef builder = bld->gallivm->builder;
1900 LLVMValueRef size0 = NULL;
1901 LLVMValueRef size1 = NULL;
1902 LLVMValueRef row_stride0_vec = NULL;
1903 LLVMValueRef row_stride1_vec = NULL;
1904 LLVMValueRef img_stride0_vec = NULL;
1905 LLVMValueRef img_stride1_vec = NULL;
1906 LLVMValueRef data_ptr0 = NULL;
1907 LLVMValueRef data_ptr1 = NULL;
1908 LLVMValueRef mipoff0 = NULL;
1909 LLVMValueRef mipoff1 = NULL;
1910 LLVMValueRef colors0[4], colors1[4];
1911 unsigned chan;
1912
1913 /* sample the first mipmap level */
1914 lp_build_mipmap_level_sizes(bld, ilevel0,
1915 &size0,
1916 &row_stride0_vec, &img_stride0_vec);
1917 if (bld->num_mips == 1) {
1918 data_ptr0 = lp_build_get_mipmap_level(bld, ilevel0);
1919 }
1920 else {
1921 /* This path should work for num_lods 1 too but slightly less efficient */
1922 data_ptr0 = bld->base_ptr;
1923 mipoff0 = lp_build_get_mip_offsets(bld, ilevel0);
1924 }
1925
1926 lp_build_sample_image_linear(bld, FALSE, size0, linear_mask,
1927 row_stride0_vec, img_stride0_vec,
1928 data_ptr0, mipoff0, coords, offsets,
1929 colors0);
1930
1931 /* Store the first level's colors in the output variables */
1932 for (chan = 0; chan < 4; chan++) {
1933 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1934 }
1935
1936 if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
1937 struct lp_build_if_state if_ctx;
1938 LLVMValueRef need_lerp;
1939
1940 /*
1941 * We'll do mip filtering if any of the quads (or individual
1942 * pixel in case of per-pixel lod) need it.
1943 * Note using lod_positive here not lod_fpart since it may be the same
1944 * condition as that used in the outer "if" in the caller hence llvm
1945 * should be able to merge the branches in this case.
1946 */
1947 need_lerp = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods, lod_positive);
1948
1949 lp_build_if(&if_ctx, bld->gallivm, need_lerp);
1950 {
1951 /*
1952 * We unfortunately need to clamp lod_fpart here since we can get
1953 * negative values which would screw up filtering if not all
1954 * lod_fpart values have same sign.
1955 */
1956 lod_fpart = lp_build_max(&bld->lodf_bld, lod_fpart,
1957 bld->lodf_bld.zero);
1958 /* sample the second mipmap level */
1959 lp_build_mipmap_level_sizes(bld, ilevel1,
1960 &size1,
1961 &row_stride1_vec, &img_stride1_vec);
1962 if (bld->num_mips == 1) {
1963 data_ptr1 = lp_build_get_mipmap_level(bld, ilevel1);
1964 }
1965 else {
1966 data_ptr1 = bld->base_ptr;
1967 mipoff1 = lp_build_get_mip_offsets(bld, ilevel1);
1968 }
1969
1970 lp_build_sample_image_linear(bld, FALSE, size1, linear_mask,
1971 row_stride1_vec, img_stride1_vec,
1972 data_ptr1, mipoff1, coords, offsets,
1973 colors1);
1974
1975 /* interpolate samples from the two mipmap levels */
1976
1977 if (bld->num_lods != bld->coord_type.length)
1978 lod_fpart = lp_build_unpack_broadcast_aos_scalars(bld->gallivm,
1979 bld->lodf_bld.type,
1980 bld->texel_bld.type,
1981 lod_fpart);
1982
1983 for (chan = 0; chan < 4; chan++) {
1984 colors0[chan] = lp_build_lerp(&bld->texel_bld, lod_fpart,
1985 colors0[chan], colors1[chan],
1986 0);
1987 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1988 }
1989 }
1990 lp_build_endif(&if_ctx);
1991 }
1992 }
1993
1994
1995 /**
1996 * Build (per-coord) layer value.
1997 * Either clamp layer to valid values or fill in optional out_of_bounds
1998 * value and just return value unclamped.
1999 */
2000 static LLVMValueRef
2001 lp_build_layer_coord(struct lp_build_sample_context *bld,
2002 unsigned texture_unit,
2003 boolean is_cube_array,
2004 LLVMValueRef layer,
2005 LLVMValueRef *out_of_bounds)
2006 {
2007 LLVMValueRef num_layers;
2008 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
2009
2010 num_layers = bld->dynamic_state->depth(bld->dynamic_state, bld->gallivm,
2011 bld->context_ptr, texture_unit);
2012
2013 if (out_of_bounds) {
2014 LLVMValueRef out1, out;
2015 assert(!is_cube_array);
2016 num_layers = lp_build_broadcast_scalar(int_coord_bld, num_layers);
2017 out = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, layer, int_coord_bld->zero);
2018 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, layer, num_layers);
2019 *out_of_bounds = lp_build_or(int_coord_bld, out, out1);
2020 return layer;
2021 }
2022 else {
2023 LLVMValueRef maxlayer;
2024 LLVMValueRef s = is_cube_array ? lp_build_const_int32(bld->gallivm, 6) :
2025 bld->int_bld.one;
2026 maxlayer = lp_build_sub(&bld->int_bld, num_layers, s);
2027 maxlayer = lp_build_broadcast_scalar(int_coord_bld, maxlayer);
2028 return lp_build_clamp(int_coord_bld, layer, int_coord_bld->zero, maxlayer);
2029 }
2030 }
2031
2032
2033 /**
2034 * Calculate cube face, lod, mip levels.
2035 */
2036 static void
2037 lp_build_sample_common(struct lp_build_sample_context *bld,
2038 boolean is_lodq,
2039 unsigned texture_index,
2040 unsigned sampler_index,
2041 LLVMValueRef *coords,
2042 const struct lp_derivatives *derivs, /* optional */
2043 LLVMValueRef lod_bias, /* optional */
2044 LLVMValueRef explicit_lod, /* optional */
2045 LLVMValueRef *lod_pos_or_zero,
2046 LLVMValueRef *lod,
2047 LLVMValueRef *lod_fpart,
2048 LLVMValueRef *ilevel0,
2049 LLVMValueRef *ilevel1)
2050 {
2051 const unsigned mip_filter = bld->static_sampler_state->min_mip_filter;
2052 const unsigned min_filter = bld->static_sampler_state->min_img_filter;
2053 const unsigned mag_filter = bld->static_sampler_state->mag_img_filter;
2054 const unsigned target = bld->static_texture_state->target;
2055 LLVMValueRef first_level, cube_rho = NULL;
2056 LLVMValueRef lod_ipart = NULL;
2057 struct lp_derivatives cube_derivs;
2058
2059 /*
2060 printf("%s mip %d min %d mag %d\n", __FUNCTION__,
2061 mip_filter, min_filter, mag_filter);
2062 */
2063
2064 /*
2065 * Choose cube face, recompute texcoords for the chosen face and
2066 * compute rho here too (as it requires transform of derivatives).
2067 */
2068 if (target == PIPE_TEXTURE_CUBE || target == PIPE_TEXTURE_CUBE_ARRAY) {
2069 boolean need_derivs;
2070 need_derivs = ((min_filter != mag_filter ||
2071 mip_filter != PIPE_TEX_MIPFILTER_NONE) &&
2072 !bld->static_sampler_state->min_max_lod_equal &&
2073 !explicit_lod);
2074 lp_build_cube_lookup(bld, coords, derivs, &cube_rho, &cube_derivs, need_derivs);
2075 derivs = &cube_derivs;
2076 if (target == PIPE_TEXTURE_CUBE_ARRAY) {
2077 /* calculate cube layer coord now */
2078 LLVMValueRef layer = lp_build_iround(&bld->coord_bld, coords[3]);
2079 LLVMValueRef six = lp_build_const_int_vec(bld->gallivm, bld->int_coord_type, 6);
2080 layer = lp_build_mul(&bld->int_coord_bld, layer, six);
2081 coords[3] = lp_build_layer_coord(bld, texture_index, TRUE, layer, NULL);
2082 /* because of seamless filtering can't add it to face (coords[2]) here. */
2083 }
2084 }
2085 else if (target == PIPE_TEXTURE_1D_ARRAY ||
2086 target == PIPE_TEXTURE_2D_ARRAY) {
2087 coords[2] = lp_build_iround(&bld->coord_bld, coords[2]);
2088 coords[2] = lp_build_layer_coord(bld, texture_index, FALSE, coords[2], NULL);
2089 }
2090
2091 if (bld->static_sampler_state->compare_mode != PIPE_TEX_COMPARE_NONE) {
2092 /*
2093 * Clamp p coords to [0,1] for fixed function depth texture format here.
2094 * Technically this is not entirely correct for unorm depth as the ref value
2095 * should be converted to the depth format (quantization!) and comparison
2096 * then done in texture format. This would actually help performance (since
2097 * only need to do it once and could save the per-sample conversion of texels
2098 * to floats instead), but it would need more messy code (would need to push
2099 * at least some bits down to actual fetch so conversion could be skipped,
2100 * and would have ugly interaction with border color, would need to convert
2101 * border color to that format too or do some other tricks to make it work).
2102 */
2103 const struct util_format_description *format_desc = bld->format_desc;
2104 unsigned chan_type;
2105 /* not entirely sure we couldn't end up with non-valid swizzle here */
2106 chan_type = format_desc->swizzle[0] <= PIPE_SWIZZLE_W ?
2107 format_desc->channel[format_desc->swizzle[0]].type :
2108 UTIL_FORMAT_TYPE_FLOAT;
2109 if (chan_type != UTIL_FORMAT_TYPE_FLOAT) {
2110 coords[4] = lp_build_clamp(&bld->coord_bld, coords[4],
2111 bld->coord_bld.zero, bld->coord_bld.one);
2112 }
2113 }
2114
2115 /*
2116 * Compute the level of detail (float).
2117 */
2118 if (min_filter != mag_filter ||
2119 mip_filter != PIPE_TEX_MIPFILTER_NONE || is_lodq) {
2120 /* Need to compute lod either to choose mipmap levels or to
2121 * distinguish between minification/magnification with one mipmap level.
2122 */
2123 lp_build_lod_selector(bld, is_lodq, texture_index, sampler_index,
2124 coords[0], coords[1], coords[2], cube_rho,
2125 derivs, lod_bias, explicit_lod,
2126 mip_filter, lod,
2127 &lod_ipart, lod_fpart, lod_pos_or_zero);
2128 if (is_lodq) {
2129 LLVMValueRef last_level;
2130 last_level = bld->dynamic_state->last_level(bld->dynamic_state,
2131 bld->gallivm,
2132 bld->context_ptr,
2133 texture_index);
2134 first_level = bld->dynamic_state->first_level(bld->dynamic_state,
2135 bld->gallivm,
2136 bld->context_ptr,
2137 texture_index);
2138 last_level = lp_build_sub(&bld->int_bld, last_level, first_level);
2139 last_level = lp_build_int_to_float(&bld->float_bld, last_level);
2140 last_level = lp_build_broadcast_scalar(&bld->lodf_bld, last_level);
2141
2142 switch (mip_filter) {
2143 case PIPE_TEX_MIPFILTER_NONE:
2144 *lod_fpart = bld->lodf_bld.zero;
2145 break;
2146 case PIPE_TEX_MIPFILTER_NEAREST:
2147 *lod_fpart = lp_build_round(&bld->lodf_bld, *lod_fpart);
2148 /* fallthrough */
2149 case PIPE_TEX_MIPFILTER_LINEAR:
2150 *lod_fpart = lp_build_clamp(&bld->lodf_bld, *lod_fpart,
2151 bld->lodf_bld.zero, last_level);
2152 break;
2153 }
2154 return;
2155 }
2156
2157 } else {
2158 lod_ipart = bld->lodi_bld.zero;
2159 *lod_pos_or_zero = bld->lodi_bld.zero;
2160 }
2161
2162 if (bld->num_lods != bld->num_mips) {
2163 /* only makes sense if there's just a single mip level */
2164 assert(bld->num_mips == 1);
2165 lod_ipart = lp_build_extract_range(bld->gallivm, lod_ipart, 0, 1);
2166 }
2167
2168 /*
2169 * Compute integer mipmap level(s) to fetch texels from: ilevel0, ilevel1
2170 */
2171 switch (mip_filter) {
2172 default:
2173 assert(0 && "bad mip_filter value in lp_build_sample_soa()");
2174 /* fall-through */
2175 case PIPE_TEX_MIPFILTER_NONE:
2176 /* always use mip level 0 */
2177 first_level = bld->dynamic_state->first_level(bld->dynamic_state,
2178 bld->gallivm, bld->context_ptr,
2179 texture_index);
2180 first_level = lp_build_broadcast_scalar(&bld->leveli_bld, first_level);
2181 *ilevel0 = first_level;
2182 break;
2183 case PIPE_TEX_MIPFILTER_NEAREST:
2184 assert(lod_ipart);
2185 lp_build_nearest_mip_level(bld, texture_index, lod_ipart, ilevel0, NULL);
2186 break;
2187 case PIPE_TEX_MIPFILTER_LINEAR:
2188 assert(lod_ipart);
2189 assert(*lod_fpart);
2190 lp_build_linear_mip_levels(bld, texture_index,
2191 lod_ipart, lod_fpart,
2192 ilevel0, ilevel1);
2193 break;
2194 }
2195 }
2196
2197 static void
2198 lp_build_clamp_border_color(struct lp_build_sample_context *bld,
2199 unsigned sampler_unit)
2200 {
2201 struct gallivm_state *gallivm = bld->gallivm;
2202 LLVMBuilderRef builder = gallivm->builder;
2203 LLVMValueRef border_color_ptr =
2204 bld->dynamic_state->border_color(bld->dynamic_state, gallivm,
2205 bld->context_ptr, sampler_unit);
2206 LLVMValueRef border_color;
2207 const struct util_format_description *format_desc = bld->format_desc;
2208 struct lp_type vec4_type = bld->texel_type;
2209 struct lp_build_context vec4_bld;
2210 LLVMValueRef min_clamp = NULL;
2211 LLVMValueRef max_clamp = NULL;
2212
2213 /*
2214 * For normalized format need to clamp border color (technically
2215 * probably should also quantize the data). Really sucks doing this
2216 * here but can't avoid at least for now since this is part of
2217 * sampler state and texture format is part of sampler_view state.
2218 * GL expects also expects clamping for uint/sint formats too so
2219 * do that as well (d3d10 can't end up here with uint/sint since it
2220 * only supports them with ld).
2221 */
2222 vec4_type.length = 4;
2223 lp_build_context_init(&vec4_bld, gallivm, vec4_type);
2224
2225 /*
2226 * Vectorized clamping of border color. Loading is a bit of a hack since
2227 * we just cast the pointer to float array to pointer to vec4
2228 * (int or float).
2229 */
2230 border_color_ptr = lp_build_array_get_ptr(gallivm, border_color_ptr,
2231 lp_build_const_int32(gallivm, 0));
2232 border_color_ptr = LLVMBuildBitCast(builder, border_color_ptr,
2233 LLVMPointerType(vec4_bld.vec_type, 0), "");
2234 border_color = LLVMBuildLoad(builder, border_color_ptr, "");
2235 /* we don't have aligned type in the dynamic state unfortunately */
2236 LLVMSetAlignment(border_color, 4);
2237
2238 /*
2239 * Instead of having some incredibly complex logic which will try to figure out
2240 * clamping necessary for each channel, simply use the first channel, and treat
2241 * mixed signed/unsigned normalized formats specially.
2242 * (Mixed non-normalized, which wouldn't work at all here, do not exist for a
2243 * good reason.)
2244 */
2245 if (format_desc->layout == UTIL_FORMAT_LAYOUT_PLAIN) {
2246 int chan;
2247 /* d/s needs special handling because both present means just sampling depth */
2248 if (util_format_is_depth_and_stencil(format_desc->format)) {
2249 chan = format_desc->swizzle[0];
2250 }
2251 else {
2252 chan = util_format_get_first_non_void_channel(format_desc->format);
2253 }
2254 if (chan >= 0 && chan <= PIPE_SWIZZLE_W) {
2255 unsigned chan_type = format_desc->channel[chan].type;
2256 unsigned chan_norm = format_desc->channel[chan].normalized;
2257 unsigned chan_pure = format_desc->channel[chan].pure_integer;
2258 if (chan_type == UTIL_FORMAT_TYPE_SIGNED) {
2259 if (chan_norm) {
2260 min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
2261 max_clamp = vec4_bld.one;
2262 }
2263 else if (chan_pure) {
2264 /*
2265 * Border color was stored as int, hence need min/max clamp
2266 * only if chan has less than 32 bits..
2267 */
2268 unsigned chan_size = format_desc->channel[chan].size;
2269 if (chan_size < 32) {
2270 min_clamp = lp_build_const_int_vec(gallivm, vec4_type,
2271 0 - (1 << (chan_size - 1)));
2272 max_clamp = lp_build_const_int_vec(gallivm, vec4_type,
2273 (1 << (chan_size - 1)) - 1);
2274 }
2275 }
2276 /* TODO: no idea about non-pure, non-normalized! */
2277 }
2278 else if (chan_type == UTIL_FORMAT_TYPE_UNSIGNED) {
2279 if (chan_norm) {
2280 min_clamp = vec4_bld.zero;
2281 max_clamp = vec4_bld.one;
2282 }
2283 /*
2284 * Need a ugly hack here, because we don't have Z32_FLOAT_X8X24
2285 * we use Z32_FLOAT_S8X24 to imply sampling depth component
2286 * and ignoring stencil, which will blow up here if we try to
2287 * do a uint clamp in a float texel build...
2288 * And even if we had that format, mesa st also thinks using z24s8
2289 * means depth sampling ignoring stencil.
2290 */
2291 else if (chan_pure) {
2292 /*
2293 * Border color was stored as uint, hence never need min
2294 * clamp, and only need max clamp if chan has less than 32 bits.
2295 */
2296 unsigned chan_size = format_desc->channel[chan].size;
2297 if (chan_size < 32) {
2298 max_clamp = lp_build_const_int_vec(gallivm, vec4_type,
2299 (1 << chan_size) - 1);
2300 }
2301 /* TODO: no idea about non-pure, non-normalized! */
2302 }
2303 }
2304 else if (chan_type == UTIL_FORMAT_TYPE_FIXED) {
2305 /* TODO: I have no idea what clamp this would need if any! */
2306 }
2307 }
2308 /* mixed plain formats (or different pure size) */
2309 switch (format_desc->format) {
2310 case PIPE_FORMAT_B10G10R10A2_UINT:
2311 case PIPE_FORMAT_R10G10B10A2_UINT:
2312 {
2313 unsigned max10 = (1 << 10) - 1;
2314 max_clamp = lp_build_const_aos(gallivm, vec4_type, max10, max10,
2315 max10, (1 << 2) - 1, NULL);
2316 }
2317 break;
2318 case PIPE_FORMAT_R10SG10SB10SA2U_NORM:
2319 min_clamp = lp_build_const_aos(gallivm, vec4_type, -1.0F, -1.0F,
2320 -1.0F, 0.0F, NULL);
2321 max_clamp = vec4_bld.one;
2322 break;
2323 case PIPE_FORMAT_R8SG8SB8UX8U_NORM:
2324 case PIPE_FORMAT_R5SG5SB6U_NORM:
2325 min_clamp = lp_build_const_aos(gallivm, vec4_type, -1.0F, -1.0F,
2326 0.0F, 0.0F, NULL);
2327 max_clamp = vec4_bld.one;
2328 break;
2329 default:
2330 break;
2331 }
2332 }
2333 else {
2334 /* cannot figure this out from format description */
2335 if (format_desc->layout == UTIL_FORMAT_LAYOUT_S3TC) {
2336 /* s3tc formats are always unorm */
2337 min_clamp = vec4_bld.zero;
2338 max_clamp = vec4_bld.one;
2339 }
2340 else if (format_desc->layout == UTIL_FORMAT_LAYOUT_RGTC ||
2341 format_desc->layout == UTIL_FORMAT_LAYOUT_ETC) {
2342 switch (format_desc->format) {
2343 case PIPE_FORMAT_RGTC1_UNORM:
2344 case PIPE_FORMAT_RGTC2_UNORM:
2345 case PIPE_FORMAT_LATC1_UNORM:
2346 case PIPE_FORMAT_LATC2_UNORM:
2347 case PIPE_FORMAT_ETC1_RGB8:
2348 min_clamp = vec4_bld.zero;
2349 max_clamp = vec4_bld.one;
2350 break;
2351 case PIPE_FORMAT_RGTC1_SNORM:
2352 case PIPE_FORMAT_RGTC2_SNORM:
2353 case PIPE_FORMAT_LATC1_SNORM:
2354 case PIPE_FORMAT_LATC2_SNORM:
2355 min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
2356 max_clamp = vec4_bld.one;
2357 break;
2358 default:
2359 assert(0);
2360 break;
2361 }
2362 }
2363 /*
2364 * all others from subsampled/other group, though we don't care
2365 * about yuv (and should not have any from zs here)
2366 */
2367 else if (format_desc->colorspace != UTIL_FORMAT_COLORSPACE_YUV){
2368 switch (format_desc->format) {
2369 case PIPE_FORMAT_R8G8_B8G8_UNORM:
2370 case PIPE_FORMAT_G8R8_G8B8_UNORM:
2371 case PIPE_FORMAT_G8R8_B8R8_UNORM:
2372 case PIPE_FORMAT_R8G8_R8B8_UNORM:
2373 case PIPE_FORMAT_R1_UNORM: /* doesn't make sense but ah well */
2374 min_clamp = vec4_bld.zero;
2375 max_clamp = vec4_bld.one;
2376 break;
2377 case PIPE_FORMAT_R8G8Bx_SNORM:
2378 min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
2379 max_clamp = vec4_bld.one;
2380 break;
2381 /*
2382 * Note smallfloat formats usually don't need clamping
2383 * (they still have infinite range) however this is not
2384 * true for r11g11b10 and r9g9b9e5, which can't represent
2385 * negative numbers (and additionally r9g9b9e5 can't represent
2386 * very large numbers). d3d10 seems happy without clamping in
2387 * this case, but gl spec is pretty clear: "for floating
2388 * point and integer formats, border values are clamped to
2389 * the representable range of the format" so do that here.
2390 */
2391 case PIPE_FORMAT_R11G11B10_FLOAT:
2392 min_clamp = vec4_bld.zero;
2393 break;
2394 case PIPE_FORMAT_R9G9B9E5_FLOAT:
2395 min_clamp = vec4_bld.zero;
2396 max_clamp = lp_build_const_vec(gallivm, vec4_type, MAX_RGB9E5);
2397 break;
2398 default:
2399 assert(0);
2400 break;
2401 }
2402 }
2403 }
2404
2405 if (min_clamp) {
2406 border_color = lp_build_max(&vec4_bld, border_color, min_clamp);
2407 }
2408 if (max_clamp) {
2409 border_color = lp_build_min(&vec4_bld, border_color, max_clamp);
2410 }
2411
2412 bld->border_color_clamped = border_color;
2413 }
2414
2415
2416 /**
2417 * General texture sampling codegen.
2418 * This function handles texture sampling for all texture targets (1D,
2419 * 2D, 3D, cube) and all filtering modes.
2420 */
2421 static void
2422 lp_build_sample_general(struct lp_build_sample_context *bld,
2423 unsigned sampler_unit,
2424 boolean is_gather,
2425 LLVMValueRef *coords,
2426 const LLVMValueRef *offsets,
2427 LLVMValueRef lod_positive,
2428 LLVMValueRef lod_fpart,
2429 LLVMValueRef ilevel0,
2430 LLVMValueRef ilevel1,
2431 LLVMValueRef *colors_out)
2432 {
2433 LLVMBuilderRef builder = bld->gallivm->builder;
2434 const struct lp_static_sampler_state *sampler_state = bld->static_sampler_state;
2435 const unsigned mip_filter = sampler_state->min_mip_filter;
2436 const unsigned min_filter = sampler_state->min_img_filter;
2437 const unsigned mag_filter = sampler_state->mag_img_filter;
2438 LLVMValueRef texels[4];
2439 unsigned chan;
2440
2441 /* if we need border color, (potentially) clamp it now */
2442 if (lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_s,
2443 min_filter,
2444 mag_filter) ||
2445 (bld->dims > 1 &&
2446 lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_t,
2447 min_filter,
2448 mag_filter)) ||
2449 (bld->dims > 2 &&
2450 lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_r,
2451 min_filter,
2452 mag_filter))) {
2453 lp_build_clamp_border_color(bld, sampler_unit);
2454 }
2455
2456
2457 /*
2458 * Get/interpolate texture colors.
2459 */
2460
2461 for (chan = 0; chan < 4; ++chan) {
2462 texels[chan] = lp_build_alloca(bld->gallivm, bld->texel_bld.vec_type, "");
2463 lp_build_name(texels[chan], "sampler%u_texel_%c_var", sampler_unit, "xyzw"[chan]);
2464 }
2465
2466 if (min_filter == mag_filter) {
2467 /* no need to distinguish between minification and magnification */
2468 lp_build_sample_mipmap(bld, min_filter, mip_filter,
2469 is_gather,
2470 coords, offsets,
2471 ilevel0, ilevel1, lod_fpart,
2472 texels);
2473 }
2474 else {
2475 /*
2476 * Could also get rid of the if-logic and always use mipmap_both, both
2477 * for the single lod and multi-lod case if nothing really uses this.
2478 */
2479 if (bld->num_lods == 1) {
2480 /* Emit conditional to choose min image filter or mag image filter
2481 * depending on the lod being > 0 or <= 0, respectively.
2482 */
2483 struct lp_build_if_state if_ctx;
2484
2485 lod_positive = LLVMBuildTrunc(builder, lod_positive,
2486 LLVMInt1TypeInContext(bld->gallivm->context), "");
2487
2488 lp_build_if(&if_ctx, bld->gallivm, lod_positive);
2489 {
2490 /* Use the minification filter */
2491 lp_build_sample_mipmap(bld, min_filter, mip_filter, FALSE,
2492 coords, offsets,
2493 ilevel0, ilevel1, lod_fpart,
2494 texels);
2495 }
2496 lp_build_else(&if_ctx);
2497 {
2498 /* Use the magnification filter */
2499 lp_build_sample_mipmap(bld, mag_filter, PIPE_TEX_MIPFILTER_NONE,
2500 FALSE,
2501 coords, offsets,
2502 ilevel0, NULL, NULL,
2503 texels);
2504 }
2505 lp_build_endif(&if_ctx);
2506 }
2507 else {
2508 LLVMValueRef need_linear, linear_mask;
2509 unsigned mip_filter_for_nearest;
2510 struct lp_build_if_state if_ctx;
2511
2512 if (min_filter == PIPE_TEX_FILTER_LINEAR) {
2513 linear_mask = lod_positive;
2514 mip_filter_for_nearest = PIPE_TEX_MIPFILTER_NONE;
2515 }
2516 else {
2517 linear_mask = lp_build_not(&bld->lodi_bld, lod_positive);
2518 mip_filter_for_nearest = mip_filter;
2519 }
2520 need_linear = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods,
2521 linear_mask);
2522
2523 if (bld->num_lods != bld->coord_type.length) {
2524 linear_mask = lp_build_unpack_broadcast_aos_scalars(bld->gallivm,
2525 bld->lodi_type,
2526 bld->int_coord_type,
2527 linear_mask);
2528 }
2529
2530 lp_build_if(&if_ctx, bld->gallivm, need_linear);
2531 {
2532 /*
2533 * Do sampling with both filters simultaneously. This means using
2534 * a linear filter and doing some tricks (with weights) for the pixels
2535 * which need nearest filter.
2536 * Note that it's probably rare some pixels need nearest and some
2537 * linear filter but the fixups required for the nearest pixels
2538 * aren't all that complicated so just always run a combined path
2539 * if at least some pixels require linear.
2540 */
2541 lp_build_sample_mipmap_both(bld, linear_mask, mip_filter,
2542 coords, offsets,
2543 ilevel0, ilevel1,
2544 lod_fpart, lod_positive,
2545 texels);
2546 }
2547 lp_build_else(&if_ctx);
2548 {
2549 /*
2550 * All pixels require just nearest filtering, which is way
2551 * cheaper than linear, hence do a separate path for that.
2552 */
2553 lp_build_sample_mipmap(bld, PIPE_TEX_FILTER_NEAREST,
2554 mip_filter_for_nearest, FALSE,
2555 coords, offsets,
2556 ilevel0, ilevel1, lod_fpart,
2557 texels);
2558 }
2559 lp_build_endif(&if_ctx);
2560 }
2561 }
2562
2563 for (chan = 0; chan < 4; ++chan) {
2564 colors_out[chan] = LLVMBuildLoad(builder, texels[chan], "");
2565 lp_build_name(colors_out[chan], "sampler%u_texel_%c", sampler_unit, "xyzw"[chan]);
2566 }
2567 }
2568
2569
2570 /**
2571 * Texel fetch function.
2572 * In contrast to general sampling there is no filtering, no coord minification,
2573 * lod (if any) is always explicit uint, coords are uints (in terms of texel units)
2574 * directly to be applied to the selected mip level (after adding texel offsets).
2575 * This function handles texel fetch for all targets where texel fetch is supported
2576 * (no cube maps, but 1d, 2d, 3d are supported, arrays and buffers should be too).
2577 */
2578 static void
2579 lp_build_fetch_texel(struct lp_build_sample_context *bld,
2580 unsigned texture_unit,
2581 const LLVMValueRef *coords,
2582 LLVMValueRef explicit_lod,
2583 const LLVMValueRef *offsets,
2584 LLVMValueRef *colors_out)
2585 {
2586 struct lp_build_context *perquadi_bld = &bld->lodi_bld;
2587 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
2588 unsigned dims = bld->dims, chan;
2589 unsigned target = bld->static_texture_state->target;
2590 boolean out_of_bound_ret_zero = TRUE;
2591 LLVMValueRef size, ilevel;
2592 LLVMValueRef row_stride_vec = NULL, img_stride_vec = NULL;
2593 LLVMValueRef x = coords[0], y = coords[1], z = coords[2];
2594 LLVMValueRef width, height, depth, i, j;
2595 LLVMValueRef offset, out_of_bounds, out1;
2596
2597 out_of_bounds = int_coord_bld->zero;
2598
2599 if (explicit_lod && bld->static_texture_state->target != PIPE_BUFFER) {
2600 if (bld->num_mips != int_coord_bld->type.length) {
2601 ilevel = lp_build_pack_aos_scalars(bld->gallivm, int_coord_bld->type,
2602 perquadi_bld->type, explicit_lod, 0);
2603 }
2604 else {
2605 ilevel = explicit_lod;
2606 }
2607 lp_build_nearest_mip_level(bld, texture_unit, ilevel, &ilevel,
2608 out_of_bound_ret_zero ? &out_of_bounds : NULL);
2609 }
2610 else {
2611 assert(bld->num_mips == 1);
2612 if (bld->static_texture_state->target != PIPE_BUFFER) {
2613 ilevel = bld->dynamic_state->first_level(bld->dynamic_state, bld->gallivm,
2614 bld->context_ptr, texture_unit);
2615 }
2616 else {
2617 ilevel = lp_build_const_int32(bld->gallivm, 0);
2618 }
2619 }
2620 lp_build_mipmap_level_sizes(bld, ilevel,
2621 &size,
2622 &row_stride_vec, &img_stride_vec);
2623 lp_build_extract_image_sizes(bld, &bld->int_size_bld, int_coord_bld->type,
2624 size, &width, &height, &depth);
2625
2626 if (target == PIPE_TEXTURE_1D_ARRAY ||
2627 target == PIPE_TEXTURE_2D_ARRAY) {
2628 if (out_of_bound_ret_zero) {
2629 z = lp_build_layer_coord(bld, texture_unit, FALSE, z, &out1);
2630 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2631 }
2632 else {
2633 z = lp_build_layer_coord(bld, texture_unit, FALSE, z, NULL);
2634 }
2635 }
2636
2637 /* This is a lot like border sampling */
2638 if (offsets[0]) {
2639 /*
2640 * coords are really unsigned, offsets are signed, but I don't think
2641 * exceeding 31 bits is possible
2642 */
2643 x = lp_build_add(int_coord_bld, x, offsets[0]);
2644 }
2645 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, x, int_coord_bld->zero);
2646 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2647 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, x, width);
2648 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2649
2650 if (dims >= 2) {
2651 if (offsets[1]) {
2652 y = lp_build_add(int_coord_bld, y, offsets[1]);
2653 }
2654 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, y, int_coord_bld->zero);
2655 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2656 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, y, height);
2657 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2658
2659 if (dims >= 3) {
2660 if (offsets[2]) {
2661 z = lp_build_add(int_coord_bld, z, offsets[2]);
2662 }
2663 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, z, int_coord_bld->zero);
2664 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2665 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, z, depth);
2666 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2667 }
2668 }
2669
2670 lp_build_sample_offset(int_coord_bld,
2671 bld->format_desc,
2672 x, y, z, row_stride_vec, img_stride_vec,
2673 &offset, &i, &j);
2674
2675 if (bld->static_texture_state->target != PIPE_BUFFER) {
2676 offset = lp_build_add(int_coord_bld, offset,
2677 lp_build_get_mip_offsets(bld, ilevel));
2678 }
2679
2680 offset = lp_build_andnot(int_coord_bld, offset, out_of_bounds);
2681
2682 lp_build_fetch_rgba_soa(bld->gallivm,
2683 bld->format_desc,
2684 bld->texel_type, TRUE,
2685 bld->base_ptr, offset,
2686 i, j,
2687 bld->cache,
2688 colors_out);
2689
2690 if (out_of_bound_ret_zero) {
2691 /*
2692 * Only needed for ARB_robust_buffer_access_behavior and d3d10.
2693 * Could use min/max above instead of out-of-bounds comparisons
2694 * if we don't care about the result returned for out-of-bounds.
2695 */
2696 for (chan = 0; chan < 4; chan++) {
2697 colors_out[chan] = lp_build_select(&bld->texel_bld, out_of_bounds,
2698 bld->texel_bld.zero, colors_out[chan]);
2699 }
2700 }
2701 }
2702
2703
2704 /**
2705 * Just set texels to white instead of actually sampling the texture.
2706 * For debugging.
2707 */
2708 void
2709 lp_build_sample_nop(struct gallivm_state *gallivm,
2710 struct lp_type type,
2711 const LLVMValueRef *coords,
2712 LLVMValueRef texel_out[4])
2713 {
2714 LLVMValueRef one = lp_build_one(gallivm, type);
2715 unsigned chan;
2716
2717 for (chan = 0; chan < 4; chan++) {
2718 texel_out[chan] = one;
2719 }
2720 }
2721
2722
2723 /**
2724 * Build the actual texture sampling code.
2725 * 'texel' will return a vector of four LLVMValueRefs corresponding to
2726 * R, G, B, A.
2727 * \param type vector float type to use for coords, etc.
2728 * \param sample_key
2729 * \param derivs partial derivatives of (s,t,r,q) with respect to x and y
2730 */
2731 static void
2732 lp_build_sample_soa_code(struct gallivm_state *gallivm,
2733 const struct lp_static_texture_state *static_texture_state,
2734 const struct lp_static_sampler_state *static_sampler_state,
2735 struct lp_sampler_dynamic_state *dynamic_state,
2736 struct lp_type type,
2737 unsigned sample_key,
2738 unsigned texture_index,
2739 unsigned sampler_index,
2740 LLVMValueRef context_ptr,
2741 LLVMValueRef thread_data_ptr,
2742 const LLVMValueRef *coords,
2743 const LLVMValueRef *offsets,
2744 const struct lp_derivatives *derivs, /* optional */
2745 LLVMValueRef lod, /* optional */
2746 LLVMValueRef texel_out[4])
2747 {
2748 unsigned target = static_texture_state->target;
2749 unsigned dims = texture_dims(target);
2750 unsigned num_quads = type.length / 4;
2751 unsigned mip_filter, min_img_filter, mag_img_filter, i;
2752 struct lp_build_sample_context bld;
2753 struct lp_static_sampler_state derived_sampler_state = *static_sampler_state;
2754 LLVMTypeRef i32t = LLVMInt32TypeInContext(gallivm->context);
2755 LLVMBuilderRef builder = gallivm->builder;
2756 LLVMValueRef tex_width, newcoords[5];
2757 enum lp_sampler_lod_property lod_property;
2758 enum lp_sampler_lod_control lod_control;
2759 enum lp_sampler_op_type op_type;
2760 LLVMValueRef lod_bias = NULL;
2761 LLVMValueRef explicit_lod = NULL;
2762 boolean op_is_tex, op_is_lodq, op_is_gather;
2763
2764 if (0) {
2765 enum pipe_format fmt = static_texture_state->format;
2766 debug_printf("Sample from %s\n", util_format_name(fmt));
2767 }
2768
2769 lod_property = (sample_key & LP_SAMPLER_LOD_PROPERTY_MASK) >>
2770 LP_SAMPLER_LOD_PROPERTY_SHIFT;
2771 lod_control = (sample_key & LP_SAMPLER_LOD_CONTROL_MASK) >>
2772 LP_SAMPLER_LOD_CONTROL_SHIFT;
2773 op_type = (sample_key & LP_SAMPLER_OP_TYPE_MASK) >>
2774 LP_SAMPLER_OP_TYPE_SHIFT;
2775
2776 op_is_tex = op_type == LP_SAMPLER_OP_TEXTURE;
2777 op_is_lodq = op_type == LP_SAMPLER_OP_LODQ;
2778 op_is_gather = op_type == LP_SAMPLER_OP_GATHER;
2779
2780 if (lod_control == LP_SAMPLER_LOD_BIAS) {
2781 lod_bias = lod;
2782 assert(lod);
2783 assert(derivs == NULL);
2784 }
2785 else if (lod_control == LP_SAMPLER_LOD_EXPLICIT) {
2786 explicit_lod = lod;
2787 assert(lod);
2788 assert(derivs == NULL);
2789 }
2790 else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) {
2791 assert(derivs);
2792 assert(lod == NULL);
2793 }
2794 else {
2795 assert(derivs == NULL);
2796 assert(lod == NULL);
2797 }
2798
2799 if (static_texture_state->format == PIPE_FORMAT_NONE) {
2800 /*
2801 * If there's nothing bound, format is NONE, and we must return
2802 * all zero as mandated by d3d10 in this case.
2803 */
2804 unsigned chan;
2805 LLVMValueRef zero = lp_build_zero(gallivm, type);
2806 for (chan = 0; chan < 4; chan++) {
2807 texel_out[chan] = zero;
2808 }
2809 return;
2810 }
2811
2812 assert(type.floating);
2813
2814 /* Setup our build context */
2815 memset(&bld, 0, sizeof bld);
2816 bld.gallivm = gallivm;
2817 bld.context_ptr = context_ptr;
2818 bld.static_sampler_state = &derived_sampler_state;
2819 bld.static_texture_state = static_texture_state;
2820 bld.dynamic_state = dynamic_state;
2821 bld.format_desc = util_format_description(static_texture_state->format);
2822 bld.dims = dims;
2823
2824 if (gallivm_debug & GALLIVM_DEBUG_NO_QUAD_LOD || op_is_lodq) {
2825 bld.no_quad_lod = TRUE;
2826 }
2827 if (gallivm_debug & GALLIVM_DEBUG_NO_RHO_APPROX || op_is_lodq) {
2828 bld.no_rho_approx = TRUE;
2829 }
2830 if (gallivm_debug & GALLIVM_DEBUG_NO_BRILINEAR || op_is_lodq) {
2831 bld.no_brilinear = TRUE;
2832 }
2833
2834 bld.vector_width = lp_type_width(type);
2835
2836 bld.float_type = lp_type_float(32);
2837 bld.int_type = lp_type_int(32);
2838 bld.coord_type = type;
2839 bld.int_coord_type = lp_int_type(type);
2840 bld.float_size_in_type = lp_type_float(32);
2841 bld.float_size_in_type.length = dims > 1 ? 4 : 1;
2842 bld.int_size_in_type = lp_int_type(bld.float_size_in_type);
2843 bld.texel_type = type;
2844
2845 /* always using the first channel hopefully should be safe,
2846 * if not things WILL break in other places anyway.
2847 */
2848 if (bld.format_desc->colorspace == UTIL_FORMAT_COLORSPACE_RGB &&
2849 bld.format_desc->channel[0].pure_integer) {
2850 if (bld.format_desc->channel[0].type == UTIL_FORMAT_TYPE_SIGNED) {
2851 bld.texel_type = lp_type_int_vec(type.width, type.width * type.length);
2852 }
2853 else if (bld.format_desc->channel[0].type == UTIL_FORMAT_TYPE_UNSIGNED) {
2854 bld.texel_type = lp_type_uint_vec(type.width, type.width * type.length);
2855 }
2856 }
2857 else if (util_format_has_stencil(bld.format_desc) &&
2858 !util_format_has_depth(bld.format_desc)) {
2859 /* for stencil only formats, sample stencil (uint) */
2860 bld.texel_type = lp_type_int_vec(type.width, type.width * type.length);
2861 }
2862
2863 if (!static_texture_state->level_zero_only ||
2864 !static_sampler_state->max_lod_pos || op_is_lodq) {
2865 derived_sampler_state.min_mip_filter = static_sampler_state->min_mip_filter;
2866 } else {
2867 derived_sampler_state.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
2868 }
2869 if (op_is_gather) {
2870 /*
2871 * gather4 is exactly like GL_LINEAR filtering but in the end skipping
2872 * the actual filtering. Using mostly the same paths, so cube face
2873 * selection, coord wrapping etc. all naturally uses the same code.
2874 */
2875 derived_sampler_state.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
2876 derived_sampler_state.min_img_filter = PIPE_TEX_FILTER_LINEAR;
2877 derived_sampler_state.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
2878 }
2879 mip_filter = derived_sampler_state.min_mip_filter;
2880
2881 if (0) {
2882 debug_printf(" .min_mip_filter = %u\n", derived_sampler_state.min_mip_filter);
2883 }
2884
2885 if (static_texture_state->target == PIPE_TEXTURE_CUBE ||
2886 static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY)
2887 {
2888 /*
2889 * Seamless filtering ignores wrap modes.
2890 * Setting to CLAMP_TO_EDGE is correct for nearest filtering, for
2891 * bilinear it's not correct but way better than using for instance repeat.
2892 * Note we even set this for non-seamless. Technically GL allows any wrap
2893 * mode, which made sense when supporting true borders (can get seamless
2894 * effect with border and CLAMP_TO_BORDER), but gallium doesn't support
2895 * borders and d3d9 requires wrap modes to be ignored and it's a pain to fix
2896 * up the sampler state (as it makes it texture dependent).
2897 */
2898 derived_sampler_state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
2899 derived_sampler_state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
2900 }
2901 /*
2902 * We could force CLAMP to CLAMP_TO_EDGE here if min/mag filter is nearest,
2903 * so AoS path could be used. Not sure it's worth the trouble...
2904 */
2905
2906 min_img_filter = derived_sampler_state.min_img_filter;
2907 mag_img_filter = derived_sampler_state.mag_img_filter;
2908
2909
2910 /*
2911 * This is all a bit complicated different paths are chosen for performance
2912 * reasons.
2913 * Essentially, there can be 1 lod per element, 1 lod per quad or 1 lod for
2914 * everything (the last two options are equivalent for 4-wide case).
2915 * If there's per-quad lod but we split to 4-wide so we can use AoS, per-quad
2916 * lod is calculated then the lod value extracted afterwards so making this
2917 * case basically the same as far as lod handling is concerned for the
2918 * further sample/filter code as the 1 lod for everything case.
2919 * Different lod handling mostly shows up when building mipmap sizes
2920 * (lp_build_mipmap_level_sizes() and friends) and also in filtering
2921 * (getting the fractional part of the lod to the right texels).
2922 */
2923
2924 /*
2925 * There are other situations where at least the multiple int lods could be
2926 * avoided like min and max lod being equal.
2927 */
2928 bld.num_mips = bld.num_lods = 1;
2929
2930 if (bld.no_quad_lod && bld.no_rho_approx &&
2931 ((mip_filter != PIPE_TEX_MIPFILTER_NONE && op_is_tex &&
2932 (static_texture_state->target == PIPE_TEXTURE_CUBE ||
2933 static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY)) ||
2934 op_is_lodq)) {
2935 /*
2936 * special case for using per-pixel lod even for implicit lod,
2937 * which is generally never required (ok by APIs) except to please
2938 * some (somewhat broken imho) tests (because per-pixel face selection
2939 * can cause derivatives to be different for pixels outside the primitive
2940 * due to the major axis division even if pre-project derivatives are
2941 * looking normal).
2942 * For lodq, we do it to simply avoid scalar pack / unpack (albeit for
2943 * cube maps we do indeed get per-pixel lod values).
2944 */
2945 bld.num_mips = type.length;
2946 bld.num_lods = type.length;
2947 }
2948 else if (lod_property == LP_SAMPLER_LOD_PER_ELEMENT ||
2949 (explicit_lod || lod_bias || derivs)) {
2950 if ((!op_is_tex && target != PIPE_BUFFER) ||
2951 (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2952 bld.num_mips = type.length;
2953 bld.num_lods = type.length;
2954 }
2955 else if (op_is_tex && min_img_filter != mag_img_filter) {
2956 bld.num_mips = 1;
2957 bld.num_lods = type.length;
2958 }
2959 }
2960 /* TODO: for true scalar_lod should only use 1 lod value */
2961 else if ((!op_is_tex && explicit_lod && target != PIPE_BUFFER) ||
2962 (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2963 bld.num_mips = num_quads;
2964 bld.num_lods = num_quads;
2965 }
2966 else if (op_is_tex && min_img_filter != mag_img_filter) {
2967 bld.num_mips = 1;
2968 bld.num_lods = num_quads;
2969 }
2970
2971
2972 bld.lodf_type = type;
2973 /* we want native vector size to be able to use our intrinsics */
2974 if (bld.num_lods != type.length) {
2975 /* TODO: this currently always has to be per-quad or per-element */
2976 bld.lodf_type.length = type.length > 4 ? ((type.length + 15) / 16) * 4 : 1;
2977 }
2978 bld.lodi_type = lp_int_type(bld.lodf_type);
2979 bld.levelf_type = bld.lodf_type;
2980 if (bld.num_mips == 1) {
2981 bld.levelf_type.length = 1;
2982 }
2983 bld.leveli_type = lp_int_type(bld.levelf_type);
2984 bld.float_size_type = bld.float_size_in_type;
2985 /* Note: size vectors may not be native. They contain minified w/h/d/_ values,
2986 * with per-element lod that is w0/h0/d0/_/w1/h1/d1_/... so up to 8x4f32 */
2987 if (bld.num_mips > 1) {
2988 bld.float_size_type.length = bld.num_mips == type.length ?
2989 bld.num_mips * bld.float_size_in_type.length :
2990 type.length;
2991 }
2992 bld.int_size_type = lp_int_type(bld.float_size_type);
2993
2994 lp_build_context_init(&bld.float_bld, gallivm, bld.float_type);
2995 lp_build_context_init(&bld.float_vec_bld, gallivm, type);
2996 lp_build_context_init(&bld.int_bld, gallivm, bld.int_type);
2997 lp_build_context_init(&bld.coord_bld, gallivm, bld.coord_type);
2998 lp_build_context_init(&bld.int_coord_bld, gallivm, bld.int_coord_type);
2999 lp_build_context_init(&bld.int_size_in_bld, gallivm, bld.int_size_in_type);
3000 lp_build_context_init(&bld.float_size_in_bld, gallivm, bld.float_size_in_type);
3001 lp_build_context_init(&bld.int_size_bld, gallivm, bld.int_size_type);
3002 lp_build_context_init(&bld.float_size_bld, gallivm, bld.float_size_type);
3003 lp_build_context_init(&bld.texel_bld, gallivm, bld.texel_type);
3004 lp_build_context_init(&bld.levelf_bld, gallivm, bld.levelf_type);
3005 lp_build_context_init(&bld.leveli_bld, gallivm, bld.leveli_type);
3006 lp_build_context_init(&bld.lodf_bld, gallivm, bld.lodf_type);
3007 lp_build_context_init(&bld.lodi_bld, gallivm, bld.lodi_type);
3008
3009 /* Get the dynamic state */
3010 tex_width = dynamic_state->width(dynamic_state, gallivm,
3011 context_ptr, texture_index);
3012 bld.row_stride_array = dynamic_state->row_stride(dynamic_state, gallivm,
3013 context_ptr, texture_index);
3014 bld.img_stride_array = dynamic_state->img_stride(dynamic_state, gallivm,
3015 context_ptr, texture_index);
3016 bld.base_ptr = dynamic_state->base_ptr(dynamic_state, gallivm,
3017 context_ptr, texture_index);
3018 bld.mip_offsets = dynamic_state->mip_offsets(dynamic_state, gallivm,
3019 context_ptr, texture_index);
3020 /* Note that mip_offsets is an array[level] of offsets to texture images */
3021
3022 if (dynamic_state->cache_ptr && thread_data_ptr) {
3023 bld.cache = dynamic_state->cache_ptr(dynamic_state, gallivm,
3024 thread_data_ptr, texture_index);
3025 }
3026
3027 /* width, height, depth as single int vector */
3028 if (dims <= 1) {
3029 bld.int_size = tex_width;
3030 }
3031 else {
3032 bld.int_size = LLVMBuildInsertElement(builder, bld.int_size_in_bld.undef,
3033 tex_width,
3034 LLVMConstInt(i32t, 0, 0), "");
3035 if (dims >= 2) {
3036 LLVMValueRef tex_height =
3037 dynamic_state->height(dynamic_state, gallivm,
3038 context_ptr, texture_index);
3039 bld.int_size = LLVMBuildInsertElement(builder, bld.int_size,
3040 tex_height,
3041 LLVMConstInt(i32t, 1, 0), "");
3042 if (dims >= 3) {
3043 LLVMValueRef tex_depth =
3044 dynamic_state->depth(dynamic_state, gallivm, context_ptr,
3045 texture_index);
3046 bld.int_size = LLVMBuildInsertElement(builder, bld.int_size,
3047 tex_depth,
3048 LLVMConstInt(i32t, 2, 0), "");
3049 }
3050 }
3051 }
3052
3053 for (i = 0; i < 5; i++) {
3054 newcoords[i] = coords[i];
3055 }
3056
3057 if (util_format_is_pure_integer(static_texture_state->format) &&
3058 !util_format_has_depth(bld.format_desc) && op_is_tex &&
3059 (static_sampler_state->min_mip_filter == PIPE_TEX_MIPFILTER_LINEAR ||
3060 static_sampler_state->min_img_filter == PIPE_TEX_FILTER_LINEAR ||
3061 static_sampler_state->mag_img_filter == PIPE_TEX_FILTER_LINEAR)) {
3062 /*
3063 * Bail if impossible filtering is specified (the awkard additional
3064 * depth check is because it is legal in gallium to have things like S8Z24
3065 * here which would say it's pure int despite such formats should sample
3066 * the depth component).
3067 * In GL such filters make the texture incomplete, this makes it robust
3068 * against state trackers which set this up regardless (we'd crash in the
3069 * lerp later otherwise).
3070 * At least in some apis it may be legal to use such filters with lod
3071 * queries and/or gather (at least for gather d3d10 says only the wrap
3072 * bits are really used hence filter bits are likely simply ignored).
3073 * For fetch, we don't get valid samplers either way here.
3074 */
3075 unsigned chan;
3076 LLVMValueRef zero = lp_build_zero(gallivm, type);
3077 for (chan = 0; chan < 4; chan++) {
3078 texel_out[chan] = zero;
3079 }
3080 return;
3081 }
3082
3083 if (0) {
3084 /* For debug: no-op texture sampling */
3085 lp_build_sample_nop(gallivm,
3086 bld.texel_type,
3087 newcoords,
3088 texel_out);
3089 }
3090
3091 else if (op_type == LP_SAMPLER_OP_FETCH) {
3092 lp_build_fetch_texel(&bld, texture_index, newcoords,
3093 lod, offsets,
3094 texel_out);
3095 }
3096
3097 else {
3098 LLVMValueRef lod_fpart = NULL, lod_positive = NULL;
3099 LLVMValueRef ilevel0 = NULL, ilevel1 = NULL, lod = NULL;
3100 boolean use_aos;
3101
3102 use_aos = util_format_fits_8unorm(bld.format_desc) &&
3103 op_is_tex &&
3104 /* not sure this is strictly needed or simply impossible */
3105 derived_sampler_state.compare_mode == PIPE_TEX_COMPARE_NONE &&
3106 lp_is_simple_wrap_mode(derived_sampler_state.wrap_s);
3107
3108 use_aos &= bld.num_lods <= num_quads ||
3109 derived_sampler_state.min_img_filter ==
3110 derived_sampler_state.mag_img_filter;
3111 if (dims > 1) {
3112 use_aos &= lp_is_simple_wrap_mode(derived_sampler_state.wrap_t);
3113 if (dims > 2) {
3114 use_aos &= lp_is_simple_wrap_mode(derived_sampler_state.wrap_r);
3115 }
3116 }
3117 if ((static_texture_state->target == PIPE_TEXTURE_CUBE ||
3118 static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) &&
3119 derived_sampler_state.seamless_cube_map &&
3120 (derived_sampler_state.min_img_filter == PIPE_TEX_FILTER_LINEAR ||
3121 derived_sampler_state.mag_img_filter == PIPE_TEX_FILTER_LINEAR)) {
3122 /* theoretically possible with AoS filtering but not implemented (complex!) */
3123 use_aos = 0;
3124 }
3125
3126 if ((gallivm_debug & GALLIVM_DEBUG_PERF) &&
3127 !use_aos && util_format_fits_8unorm(bld.format_desc)) {
3128 debug_printf("%s: using floating point linear filtering for %s\n",
3129 __FUNCTION__, bld.format_desc->short_name);
3130 debug_printf(" min_img %d mag_img %d mip %d target %d seamless %d"
3131 " wraps %d wrapt %d wrapr %d\n",
3132 derived_sampler_state.min_img_filter,
3133 derived_sampler_state.mag_img_filter,
3134 derived_sampler_state.min_mip_filter,
3135 static_texture_state->target,
3136 derived_sampler_state.seamless_cube_map,
3137 derived_sampler_state.wrap_s,
3138 derived_sampler_state.wrap_t,
3139 derived_sampler_state.wrap_r);
3140 }
3141
3142 lp_build_sample_common(&bld, op_is_lodq, texture_index, sampler_index,
3143 newcoords,
3144 derivs, lod_bias, explicit_lod,
3145 &lod_positive, &lod, &lod_fpart,
3146 &ilevel0, &ilevel1);
3147
3148 if (op_is_lodq) {
3149 texel_out[0] = lod_fpart;
3150 texel_out[1] = lod;
3151 texel_out[2] = texel_out[3] = bld.coord_bld.zero;
3152 return;
3153 }
3154
3155 if (use_aos && static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) {
3156 /* The aos path doesn't do seamless filtering so simply add cube layer
3157 * to face now.
3158 */
3159 newcoords[2] = lp_build_add(&bld.int_coord_bld, newcoords[2], newcoords[3]);
3160 }
3161
3162 /*
3163 * we only try 8-wide sampling with soa or if we have AVX2
3164 * as it appears to be a loss with just AVX)
3165 */
3166 if (num_quads == 1 || !use_aos ||
3167 (util_cpu_caps.has_avx2 &&
3168 (bld.num_lods == 1 ||
3169 derived_sampler_state.min_img_filter == derived_sampler_state.mag_img_filter))) {
3170 if (use_aos) {
3171 /* do sampling/filtering with fixed pt arithmetic */
3172 lp_build_sample_aos(&bld, sampler_index,
3173 newcoords[0], newcoords[1],
3174 newcoords[2],
3175 offsets, lod_positive, lod_fpart,
3176 ilevel0, ilevel1,
3177 texel_out);
3178 }
3179
3180 else {
3181 lp_build_sample_general(&bld, sampler_index,
3182 op_type == LP_SAMPLER_OP_GATHER,
3183 newcoords, offsets,
3184 lod_positive, lod_fpart,
3185 ilevel0, ilevel1,
3186 texel_out);
3187 }
3188 }
3189 else {
3190 unsigned j;
3191 struct lp_build_sample_context bld4;
3192 struct lp_type type4 = type;
3193 unsigned i;
3194 LLVMValueRef texelout4[4];
3195 LLVMValueRef texelouttmp[4][LP_MAX_VECTOR_LENGTH/16];
3196
3197 type4.length = 4;
3198
3199 /* Setup our build context */
3200 memset(&bld4, 0, sizeof bld4);
3201 bld4.no_quad_lod = bld.no_quad_lod;
3202 bld4.no_rho_approx = bld.no_rho_approx;
3203 bld4.no_brilinear = bld.no_brilinear;
3204 bld4.gallivm = bld.gallivm;
3205 bld4.context_ptr = bld.context_ptr;
3206 bld4.static_texture_state = bld.static_texture_state;
3207 bld4.static_sampler_state = bld.static_sampler_state;
3208 bld4.dynamic_state = bld.dynamic_state;
3209 bld4.format_desc = bld.format_desc;
3210 bld4.dims = bld.dims;
3211 bld4.row_stride_array = bld.row_stride_array;
3212 bld4.img_stride_array = bld.img_stride_array;
3213 bld4.base_ptr = bld.base_ptr;
3214 bld4.mip_offsets = bld.mip_offsets;
3215 bld4.int_size = bld.int_size;
3216 bld4.cache = bld.cache;
3217
3218 bld4.vector_width = lp_type_width(type4);
3219
3220 bld4.float_type = lp_type_float(32);
3221 bld4.int_type = lp_type_int(32);
3222 bld4.coord_type = type4;
3223 bld4.int_coord_type = lp_int_type(type4);
3224 bld4.float_size_in_type = lp_type_float(32);
3225 bld4.float_size_in_type.length = dims > 1 ? 4 : 1;
3226 bld4.int_size_in_type = lp_int_type(bld4.float_size_in_type);
3227 bld4.texel_type = bld.texel_type;
3228 bld4.texel_type.length = 4;
3229
3230 bld4.num_mips = bld4.num_lods = 1;
3231 if (bld4.no_quad_lod && bld4.no_rho_approx &&
3232 (static_texture_state->target == PIPE_TEXTURE_CUBE ||
3233 static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) &&
3234 (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
3235 bld4.num_mips = type4.length;
3236 bld4.num_lods = type4.length;
3237 }
3238 if (lod_property == LP_SAMPLER_LOD_PER_ELEMENT &&
3239 (explicit_lod || lod_bias || derivs)) {
3240 if ((!op_is_tex && target != PIPE_BUFFER) ||
3241 (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
3242 bld4.num_mips = type4.length;
3243 bld4.num_lods = type4.length;
3244 }
3245 else if (op_is_tex && min_img_filter != mag_img_filter) {
3246 bld4.num_mips = 1;
3247 bld4.num_lods = type4.length;
3248 }
3249 }
3250
3251 /* we want native vector size to be able to use our intrinsics */
3252 bld4.lodf_type = type4;
3253 if (bld4.num_lods != type4.length) {
3254 bld4.lodf_type.length = 1;
3255 }
3256 bld4.lodi_type = lp_int_type(bld4.lodf_type);
3257 bld4.levelf_type = type4;
3258 if (bld4.num_mips != type4.length) {
3259 bld4.levelf_type.length = 1;
3260 }
3261 bld4.leveli_type = lp_int_type(bld4.levelf_type);
3262 bld4.float_size_type = bld4.float_size_in_type;
3263 if (bld4.num_mips > 1) {
3264 bld4.float_size_type.length = bld4.num_mips == type4.length ?
3265 bld4.num_mips * bld4.float_size_in_type.length :
3266 type4.length;
3267 }
3268 bld4.int_size_type = lp_int_type(bld4.float_size_type);
3269
3270 lp_build_context_init(&bld4.float_bld, gallivm, bld4.float_type);
3271 lp_build_context_init(&bld4.float_vec_bld, gallivm, type4);
3272 lp_build_context_init(&bld4.int_bld, gallivm, bld4.int_type);
3273 lp_build_context_init(&bld4.coord_bld, gallivm, bld4.coord_type);
3274 lp_build_context_init(&bld4.int_coord_bld, gallivm, bld4.int_coord_type);
3275 lp_build_context_init(&bld4.int_size_in_bld, gallivm, bld4.int_size_in_type);
3276 lp_build_context_init(&bld4.float_size_in_bld, gallivm, bld4.float_size_in_type);
3277 lp_build_context_init(&bld4.int_size_bld, gallivm, bld4.int_size_type);
3278 lp_build_context_init(&bld4.float_size_bld, gallivm, bld4.float_size_type);
3279 lp_build_context_init(&bld4.texel_bld, gallivm, bld4.texel_type);
3280 lp_build_context_init(&bld4.levelf_bld, gallivm, bld4.levelf_type);
3281 lp_build_context_init(&bld4.leveli_bld, gallivm, bld4.leveli_type);
3282 lp_build_context_init(&bld4.lodf_bld, gallivm, bld4.lodf_type);
3283 lp_build_context_init(&bld4.lodi_bld, gallivm, bld4.lodi_type);
3284
3285 for (i = 0; i < num_quads; i++) {
3286 LLVMValueRef s4, t4, r4;
3287 LLVMValueRef lod_positive4, lod_fpart4 = NULL;
3288 LLVMValueRef ilevel04, ilevel14 = NULL;
3289 LLVMValueRef offsets4[4] = { NULL };
3290 unsigned num_lods = bld4.num_lods;
3291
3292 s4 = lp_build_extract_range(gallivm, newcoords[0], 4*i, 4);
3293 t4 = lp_build_extract_range(gallivm, newcoords[1], 4*i, 4);
3294 r4 = lp_build_extract_range(gallivm, newcoords[2], 4*i, 4);
3295
3296 if (offsets[0]) {
3297 offsets4[0] = lp_build_extract_range(gallivm, offsets[0], 4*i, 4);
3298 if (dims > 1) {
3299 offsets4[1] = lp_build_extract_range(gallivm, offsets[1], 4*i, 4);
3300 if (dims > 2) {
3301 offsets4[2] = lp_build_extract_range(gallivm, offsets[2], 4*i, 4);
3302 }
3303 }
3304 }
3305 lod_positive4 = lp_build_extract_range(gallivm, lod_positive, num_lods * i, num_lods);
3306 ilevel04 = bld.num_mips == 1 ? ilevel0 :
3307 lp_build_extract_range(gallivm, ilevel0, num_lods * i, num_lods);
3308 if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
3309 ilevel14 = lp_build_extract_range(gallivm, ilevel1, num_lods * i, num_lods);
3310 lod_fpart4 = lp_build_extract_range(gallivm, lod_fpart, num_lods * i, num_lods);
3311 }
3312
3313 if (use_aos) {
3314 /* do sampling/filtering with fixed pt arithmetic */
3315 lp_build_sample_aos(&bld4, sampler_index,
3316 s4, t4, r4, offsets4,
3317 lod_positive4, lod_fpart4,
3318 ilevel04, ilevel14,
3319 texelout4);
3320 }
3321
3322 else {
3323 /* this path is currently unreachable and hence might break easily... */
3324 LLVMValueRef newcoords4[5];
3325 newcoords4[0] = s4;
3326 newcoords4[1] = t4;
3327 newcoords4[2] = r4;
3328 newcoords4[3] = lp_build_extract_range(gallivm, newcoords[3], 4*i, 4);
3329 newcoords4[4] = lp_build_extract_range(gallivm, newcoords[4], 4*i, 4);
3330
3331 lp_build_sample_general(&bld4, sampler_index,
3332 op_type == LP_SAMPLER_OP_GATHER,
3333 newcoords4, offsets4,
3334 lod_positive4, lod_fpart4,
3335 ilevel04, ilevel14,
3336 texelout4);
3337 }
3338 for (j = 0; j < 4; j++) {
3339 texelouttmp[j][i] = texelout4[j];
3340 }
3341 }
3342
3343 for (j = 0; j < 4; j++) {
3344 texel_out[j] = lp_build_concat(gallivm, texelouttmp[j], type4, num_quads);
3345 }
3346 }
3347 }
3348
3349 if (target != PIPE_BUFFER && op_type != LP_SAMPLER_OP_GATHER) {
3350 apply_sampler_swizzle(&bld, texel_out);
3351 }
3352
3353 /*
3354 * texel type can be a (32bit) int/uint (for pure int formats only),
3355 * however we are expected to always return floats (storage is untyped).
3356 */
3357 if (!bld.texel_type.floating) {
3358 unsigned chan;
3359 for (chan = 0; chan < 4; chan++) {
3360 texel_out[chan] = LLVMBuildBitCast(builder, texel_out[chan],
3361 lp_build_vec_type(gallivm, type), "");
3362 }
3363 }
3364 }
3365
3366
3367 #define USE_TEX_FUNC_CALL 1
3368
3369 #define LP_MAX_TEX_FUNC_ARGS 32
3370
3371 static inline void
3372 get_target_info(enum pipe_texture_target target,
3373 unsigned *num_coords, unsigned *num_derivs,
3374 unsigned *num_offsets, unsigned *layer)
3375 {
3376 unsigned dims = texture_dims(target);
3377 *num_coords = dims;
3378 *num_offsets = dims;
3379 *num_derivs = (target == PIPE_TEXTURE_CUBE ||
3380 target == PIPE_TEXTURE_CUBE_ARRAY) ? 3 : dims;
3381 *layer = has_layer_coord(target) ? 2: 0;
3382 if (target == PIPE_TEXTURE_CUBE_ARRAY) {
3383 /*
3384 * dims doesn't include r coord for cubes - this is handled
3385 * by layer instead, but need to fix up for cube arrays...
3386 */
3387 *layer = 3;
3388 *num_coords = 3;
3389 }
3390 }
3391
3392
3393 /**
3394 * Generate the function body for a texture sampling function.
3395 */
3396 static void
3397 lp_build_sample_gen_func(struct gallivm_state *gallivm,
3398 const struct lp_static_texture_state *static_texture_state,
3399 const struct lp_static_sampler_state *static_sampler_state,
3400 struct lp_sampler_dynamic_state *dynamic_state,
3401 struct lp_type type,
3402 unsigned texture_index,
3403 unsigned sampler_index,
3404 LLVMValueRef function,
3405 unsigned num_args,
3406 unsigned sample_key)
3407 {
3408 LLVMBuilderRef old_builder;
3409 LLVMBasicBlockRef block;
3410 LLVMValueRef coords[5];
3411 LLVMValueRef offsets[3] = { NULL };
3412 LLVMValueRef lod = NULL;
3413 LLVMValueRef context_ptr;
3414 LLVMValueRef thread_data_ptr = NULL;
3415 LLVMValueRef texel_out[4];
3416 struct lp_derivatives derivs;
3417 struct lp_derivatives *deriv_ptr = NULL;
3418 unsigned num_param = 0;
3419 unsigned i, num_coords, num_derivs, num_offsets, layer;
3420 enum lp_sampler_lod_control lod_control;
3421 boolean need_cache = FALSE;
3422
3423 lod_control = (sample_key & LP_SAMPLER_LOD_CONTROL_MASK) >>
3424 LP_SAMPLER_LOD_CONTROL_SHIFT;
3425
3426 get_target_info(static_texture_state->target,
3427 &num_coords, &num_derivs, &num_offsets, &layer);
3428
3429 if (dynamic_state->cache_ptr) {
3430 const struct util_format_description *format_desc;
3431 format_desc = util_format_description(static_texture_state->format);
3432 if (format_desc && format_desc->layout == UTIL_FORMAT_LAYOUT_S3TC) {
3433 need_cache = TRUE;
3434 }
3435 }
3436
3437 /* "unpack" arguments */
3438 context_ptr = LLVMGetParam(function, num_param++);
3439 if (need_cache) {
3440 thread_data_ptr = LLVMGetParam(function, num_param++);
3441 }
3442 for (i = 0; i < num_coords; i++) {
3443 coords[i] = LLVMGetParam(function, num_param++);
3444 }
3445 for (i = num_coords; i < 5; i++) {
3446 /* This is rather unfortunate... */
3447 coords[i] = lp_build_undef(gallivm, type);
3448 }
3449 if (layer) {
3450 coords[layer] = LLVMGetParam(function, num_param++);
3451 }
3452 if (sample_key & LP_SAMPLER_SHADOW) {
3453 coords[4] = LLVMGetParam(function, num_param++);
3454 }
3455 if (sample_key & LP_SAMPLER_OFFSETS) {
3456 for (i = 0; i < num_offsets; i++) {
3457 offsets[i] = LLVMGetParam(function, num_param++);
3458 }
3459 }
3460 if (lod_control == LP_SAMPLER_LOD_BIAS ||
3461 lod_control == LP_SAMPLER_LOD_EXPLICIT) {
3462 lod = LLVMGetParam(function, num_param++);
3463 }
3464 else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) {
3465 for (i = 0; i < num_derivs; i++) {
3466 derivs.ddx[i] = LLVMGetParam(function, num_param++);
3467 derivs.ddy[i] = LLVMGetParam(function, num_param++);
3468 }
3469 deriv_ptr = &derivs;
3470 }
3471
3472 assert(num_args == num_param);
3473
3474 /*
3475 * Function body
3476 */
3477
3478 old_builder = gallivm->builder;
3479 block = LLVMAppendBasicBlockInContext(gallivm->context, function, "entry");
3480 gallivm->builder = LLVMCreateBuilderInContext(gallivm->context);
3481 LLVMPositionBuilderAtEnd(gallivm->builder, block);
3482
3483 lp_build_sample_soa_code(gallivm,
3484 static_texture_state,
3485 static_sampler_state,
3486 dynamic_state,
3487 type,
3488 sample_key,
3489 texture_index,
3490 sampler_index,
3491 context_ptr,
3492 thread_data_ptr,
3493 coords,
3494 offsets,
3495 deriv_ptr,
3496 lod,
3497 texel_out);
3498
3499 LLVMBuildAggregateRet(gallivm->builder, texel_out, 4);
3500
3501 LLVMDisposeBuilder(gallivm->builder);
3502 gallivm->builder = old_builder;
3503
3504 gallivm_verify_function(gallivm, function);
3505 }
3506
3507
3508 /**
3509 * Call the matching function for texture sampling.
3510 * If there's no match, generate a new one.
3511 */
3512 static void
3513 lp_build_sample_soa_func(struct gallivm_state *gallivm,
3514 const struct lp_static_texture_state *static_texture_state,
3515 const struct lp_static_sampler_state *static_sampler_state,
3516 struct lp_sampler_dynamic_state *dynamic_state,
3517 const struct lp_sampler_params *params)
3518 {
3519 LLVMBuilderRef builder = gallivm->builder;
3520 LLVMModuleRef module = LLVMGetGlobalParent(LLVMGetBasicBlockParent(
3521 LLVMGetInsertBlock(builder)));
3522 LLVMValueRef function, inst;
3523 LLVMValueRef args[LP_MAX_TEX_FUNC_ARGS];
3524 LLVMBasicBlockRef bb;
3525 LLVMValueRef tex_ret;
3526 unsigned num_args = 0;
3527 char func_name[64];
3528 unsigned i, num_coords, num_derivs, num_offsets, layer;
3529 unsigned texture_index = params->texture_index;
3530 unsigned sampler_index = params->sampler_index;
3531 unsigned sample_key = params->sample_key;
3532 const LLVMValueRef *coords = params->coords;
3533 const LLVMValueRef *offsets = params->offsets;
3534 const struct lp_derivatives *derivs = params->derivs;
3535 enum lp_sampler_lod_control lod_control;
3536 boolean need_cache = FALSE;
3537
3538 lod_control = (sample_key & LP_SAMPLER_LOD_CONTROL_MASK) >>
3539 LP_SAMPLER_LOD_CONTROL_SHIFT;
3540
3541 get_target_info(static_texture_state->target,
3542 &num_coords, &num_derivs, &num_offsets, &layer);
3543
3544 if (dynamic_state->cache_ptr) {
3545 const struct util_format_description *format_desc;
3546 format_desc = util_format_description(static_texture_state->format);
3547 if (format_desc && format_desc->layout == UTIL_FORMAT_LAYOUT_S3TC) {
3548 /*
3549 * This is not 100% correct, if we have cache but the
3550 * util_format_s3tc_prefer is true the cache won't get used
3551 * regardless (could hook up the block decode there...) */
3552 need_cache = TRUE;
3553 }
3554 }
3555 /*
3556 * texture function matches are found by name.
3557 * Thus the name has to include both the texture and sampler unit
3558 * (which covers all static state) plus the actual texture function
3559 * (including things like offsets, shadow coord, lod control).
3560 * Additionally lod_property has to be included too.
3561 */
3562
3563 util_snprintf(func_name, sizeof(func_name), "texfunc_res_%d_sam_%d_%x",
3564 texture_index, sampler_index, sample_key);
3565
3566 function = LLVMGetNamedFunction(module, func_name);
3567
3568 if(!function) {
3569 LLVMTypeRef arg_types[LP_MAX_TEX_FUNC_ARGS];
3570 LLVMTypeRef ret_type;
3571 LLVMTypeRef function_type;
3572 LLVMTypeRef val_type[4];
3573 unsigned num_param = 0;
3574
3575 /*
3576 * Generate the function prototype.
3577 */
3578
3579 arg_types[num_param++] = LLVMTypeOf(params->context_ptr);
3580 if (need_cache) {
3581 arg_types[num_param++] = LLVMTypeOf(params->thread_data_ptr);
3582 }
3583 for (i = 0; i < num_coords; i++) {
3584 arg_types[num_param++] = LLVMTypeOf(coords[0]);
3585 assert(LLVMTypeOf(coords[0]) == LLVMTypeOf(coords[i]));
3586 }
3587 if (layer) {
3588 arg_types[num_param++] = LLVMTypeOf(coords[layer]);
3589 assert(LLVMTypeOf(coords[0]) == LLVMTypeOf(coords[layer]));
3590 }
3591 if (sample_key & LP_SAMPLER_SHADOW) {
3592 arg_types[num_param++] = LLVMTypeOf(coords[0]);
3593 }
3594 if (sample_key & LP_SAMPLER_OFFSETS) {
3595 for (i = 0; i < num_offsets; i++) {
3596 arg_types[num_param++] = LLVMTypeOf(offsets[0]);
3597 assert(LLVMTypeOf(offsets[0]) == LLVMTypeOf(offsets[i]));
3598 }
3599 }
3600 if (lod_control == LP_SAMPLER_LOD_BIAS ||
3601 lod_control == LP_SAMPLER_LOD_EXPLICIT) {
3602 arg_types[num_param++] = LLVMTypeOf(params->lod);
3603 }
3604 else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) {
3605 for (i = 0; i < num_derivs; i++) {
3606 arg_types[num_param++] = LLVMTypeOf(derivs->ddx[i]);
3607 arg_types[num_param++] = LLVMTypeOf(derivs->ddy[i]);
3608 assert(LLVMTypeOf(derivs->ddx[0]) == LLVMTypeOf(derivs->ddx[i]));
3609 assert(LLVMTypeOf(derivs->ddy[0]) == LLVMTypeOf(derivs->ddy[i]));
3610 }
3611 }
3612
3613 val_type[0] = val_type[1] = val_type[2] = val_type[3] =
3614 lp_build_vec_type(gallivm, params->type);
3615 ret_type = LLVMStructTypeInContext(gallivm->context, val_type, 4, 0);
3616 function_type = LLVMFunctionType(ret_type, arg_types, num_param, 0);
3617 function = LLVMAddFunction(module, func_name, function_type);
3618
3619 for (i = 0; i < num_param; ++i) {
3620 if(LLVMGetTypeKind(arg_types[i]) == LLVMPointerTypeKind) {
3621
3622 lp_add_function_attr(function, i + 1, LP_FUNC_ATTR_NOALIAS);
3623 }
3624 }
3625
3626 LLVMSetFunctionCallConv(function, LLVMFastCallConv);
3627 LLVMSetLinkage(function, LLVMInternalLinkage);
3628
3629 lp_build_sample_gen_func(gallivm,
3630 static_texture_state,
3631 static_sampler_state,
3632 dynamic_state,
3633 params->type,
3634 texture_index,
3635 sampler_index,
3636 function,
3637 num_param,
3638 sample_key);
3639 }
3640
3641 num_args = 0;
3642 args[num_args++] = params->context_ptr;
3643 if (need_cache) {
3644 args[num_args++] = params->thread_data_ptr;
3645 }
3646 for (i = 0; i < num_coords; i++) {
3647 args[num_args++] = coords[i];
3648 }
3649 if (layer) {
3650 args[num_args++] = coords[layer];
3651 }
3652 if (sample_key & LP_SAMPLER_SHADOW) {
3653 args[num_args++] = coords[4];
3654 }
3655 if (sample_key & LP_SAMPLER_OFFSETS) {
3656 for (i = 0; i < num_offsets; i++) {
3657 args[num_args++] = offsets[i];
3658 }
3659 }
3660 if (lod_control == LP_SAMPLER_LOD_BIAS ||
3661 lod_control == LP_SAMPLER_LOD_EXPLICIT) {
3662 args[num_args++] = params->lod;
3663 }
3664 else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) {
3665 for (i = 0; i < num_derivs; i++) {
3666 args[num_args++] = derivs->ddx[i];
3667 args[num_args++] = derivs->ddy[i];
3668 }
3669 }
3670
3671 assert(num_args <= LP_MAX_TEX_FUNC_ARGS);
3672
3673 tex_ret = LLVMBuildCall(builder, function, args, num_args, "");
3674 bb = LLVMGetInsertBlock(builder);
3675 inst = LLVMGetLastInstruction(bb);
3676 LLVMSetInstructionCallConv(inst, LLVMFastCallConv);
3677
3678 for (i = 0; i < 4; i++) {
3679 params->texel[i] = LLVMBuildExtractValue(gallivm->builder, tex_ret, i, "");
3680 }
3681 }
3682
3683
3684 /**
3685 * Build texture sampling code.
3686 * Either via a function call or inline it directly.
3687 */
3688 void
3689 lp_build_sample_soa(const struct lp_static_texture_state *static_texture_state,
3690 const struct lp_static_sampler_state *static_sampler_state,
3691 struct lp_sampler_dynamic_state *dynamic_state,
3692 struct gallivm_state *gallivm,
3693 const struct lp_sampler_params *params)
3694 {
3695 boolean use_tex_func = FALSE;
3696
3697 /*
3698 * Do not use a function call if the sampling is "simple enough".
3699 * We define this by
3700 * a) format
3701 * b) no mips (either one level only or no mip filter)
3702 * No mips will definitely make the code smaller, though
3703 * the format requirement is a bit iffy - there's some (SoA) formats
3704 * which definitely generate less code. This does happen to catch
3705 * some important cases though which are hurt quite a bit by using
3706 * a call (though not really because of the call overhead but because
3707 * they are reusing the same texture unit with some of the same
3708 * parameters).
3709 * Ideally we'd let llvm recognize this stuff by doing IPO passes.
3710 */
3711
3712 if (USE_TEX_FUNC_CALL) {
3713 const struct util_format_description *format_desc;
3714 boolean simple_format;
3715 boolean simple_tex;
3716 enum lp_sampler_op_type op_type;
3717 format_desc = util_format_description(static_texture_state->format);
3718 simple_format = !format_desc ||
3719 (util_format_is_rgba8_variant(format_desc) &&
3720 format_desc->colorspace == UTIL_FORMAT_COLORSPACE_RGB);
3721
3722 op_type = (params->sample_key & LP_SAMPLER_OP_TYPE_MASK) >>
3723 LP_SAMPLER_OP_TYPE_SHIFT;
3724 simple_tex =
3725 op_type != LP_SAMPLER_OP_TEXTURE ||
3726 ((static_sampler_state->min_mip_filter == PIPE_TEX_MIPFILTER_NONE ||
3727 static_texture_state->level_zero_only == TRUE) &&
3728 static_sampler_state->min_img_filter == static_sampler_state->mag_img_filter);
3729
3730 use_tex_func = format_desc && !(simple_format && simple_tex);
3731 }
3732
3733 if (use_tex_func) {
3734 lp_build_sample_soa_func(gallivm,
3735 static_texture_state,
3736 static_sampler_state,
3737 dynamic_state,
3738 params);
3739 }
3740 else {
3741 lp_build_sample_soa_code(gallivm,
3742 static_texture_state,
3743 static_sampler_state,
3744 dynamic_state,
3745 params->type,
3746 params->sample_key,
3747 params->texture_index,
3748 params->sampler_index,
3749 params->context_ptr,
3750 params->thread_data_ptr,
3751 params->coords,
3752 params->offsets,
3753 params->derivs,
3754 params->lod,
3755 params->texel);
3756 }
3757 }
3758
3759
3760 void
3761 lp_build_size_query_soa(struct gallivm_state *gallivm,
3762 const struct lp_static_texture_state *static_state,
3763 struct lp_sampler_dynamic_state *dynamic_state,
3764 const struct lp_sampler_size_query_params *params)
3765 {
3766 LLVMValueRef lod, level = 0, size;
3767 LLVMValueRef first_level = NULL;
3768 int dims, i;
3769 boolean has_array;
3770 unsigned num_lods = 1;
3771 struct lp_build_context bld_int_vec4;
3772 LLVMValueRef context_ptr = params->context_ptr;
3773 unsigned texture_unit = params->texture_unit;
3774 unsigned target = params->target;
3775
3776 if (static_state->format == PIPE_FORMAT_NONE) {
3777 /*
3778 * If there's nothing bound, format is NONE, and we must return
3779 * all zero as mandated by d3d10 in this case.
3780 */
3781 unsigned chan;
3782 LLVMValueRef zero = lp_build_const_vec(gallivm, params->int_type, 0.0F);
3783 for (chan = 0; chan < 4; chan++) {
3784 params->sizes_out[chan] = zero;
3785 }
3786 return;
3787 }
3788
3789 /*
3790 * Do some sanity verification about bound texture and shader dcl target.
3791 * Not entirely sure what's possible but assume array/non-array
3792 * always compatible (probably not ok for OpenGL but d3d10 has no
3793 * distinction of arrays at the resource level).
3794 * Everything else looks bogus (though not entirely sure about rect/2d).
3795 * Currently disabled because it causes assertion failures if there's
3796 * nothing bound (or rather a dummy texture, not that this case would
3797 * return the right values).
3798 */
3799 if (0 && static_state->target != target) {
3800 if (static_state->target == PIPE_TEXTURE_1D)
3801 assert(target == PIPE_TEXTURE_1D_ARRAY);
3802 else if (static_state->target == PIPE_TEXTURE_1D_ARRAY)
3803 assert(target == PIPE_TEXTURE_1D);
3804 else if (static_state->target == PIPE_TEXTURE_2D)
3805 assert(target == PIPE_TEXTURE_2D_ARRAY);
3806 else if (static_state->target == PIPE_TEXTURE_2D_ARRAY)
3807 assert(target == PIPE_TEXTURE_2D);
3808 else if (static_state->target == PIPE_TEXTURE_CUBE)
3809 assert(target == PIPE_TEXTURE_CUBE_ARRAY);
3810 else if (static_state->target == PIPE_TEXTURE_CUBE_ARRAY)
3811 assert(target == PIPE_TEXTURE_CUBE);
3812 else
3813 assert(0);
3814 }
3815
3816 dims = texture_dims(target);
3817
3818 switch (target) {
3819 case PIPE_TEXTURE_1D_ARRAY:
3820 case PIPE_TEXTURE_2D_ARRAY:
3821 case PIPE_TEXTURE_CUBE_ARRAY:
3822 has_array = TRUE;
3823 break;
3824 default:
3825 has_array = FALSE;
3826 break;
3827 }
3828
3829 assert(!params->int_type.floating);
3830
3831 lp_build_context_init(&bld_int_vec4, gallivm, lp_type_int_vec(32, 128));
3832
3833 if (params->explicit_lod) {
3834 /* FIXME: this needs to honor per-element lod */
3835 lod = LLVMBuildExtractElement(gallivm->builder, params->explicit_lod,
3836 lp_build_const_int32(gallivm, 0), "");
3837 first_level = dynamic_state->first_level(dynamic_state, gallivm,
3838 context_ptr, texture_unit);
3839 level = LLVMBuildAdd(gallivm->builder, lod, first_level, "level");
3840 lod = lp_build_broadcast_scalar(&bld_int_vec4, level);
3841 } else {
3842 lod = bld_int_vec4.zero;
3843 }
3844
3845 size = bld_int_vec4.undef;
3846
3847 size = LLVMBuildInsertElement(gallivm->builder, size,
3848 dynamic_state->width(dynamic_state, gallivm,
3849 context_ptr, texture_unit),
3850 lp_build_const_int32(gallivm, 0), "");
3851
3852 if (dims >= 2) {
3853 size = LLVMBuildInsertElement(gallivm->builder, size,
3854 dynamic_state->height(dynamic_state, gallivm,
3855 context_ptr, texture_unit),
3856 lp_build_const_int32(gallivm, 1), "");
3857 }
3858
3859 if (dims >= 3) {
3860 size = LLVMBuildInsertElement(gallivm->builder, size,
3861 dynamic_state->depth(dynamic_state, gallivm,
3862 context_ptr, texture_unit),
3863 lp_build_const_int32(gallivm, 2), "");
3864 }
3865
3866 size = lp_build_minify(&bld_int_vec4, size, lod, TRUE);
3867
3868 if (has_array) {
3869 LLVMValueRef layers = dynamic_state->depth(dynamic_state, gallivm,
3870 context_ptr, texture_unit);
3871 if (target == PIPE_TEXTURE_CUBE_ARRAY) {
3872 /*
3873 * It looks like GL wants number of cubes, d3d10.1 has it undefined?
3874 * Could avoid this by passing in number of cubes instead of total
3875 * number of layers (might make things easier elsewhere too).
3876 */
3877 LLVMValueRef six = lp_build_const_int32(gallivm, 6);
3878 layers = LLVMBuildSDiv(gallivm->builder, layers, six, "");
3879 }
3880 size = LLVMBuildInsertElement(gallivm->builder, size, layers,
3881 lp_build_const_int32(gallivm, dims), "");
3882 }
3883
3884 /*
3885 * d3d10 requires zero for x/y/z values (but not w, i.e. mip levels)
3886 * if level is out of bounds (note this can't cover unbound texture
3887 * here, which also requires returning zero).
3888 */
3889 if (params->explicit_lod && params->is_sviewinfo) {
3890 LLVMValueRef last_level, out, out1;
3891 struct lp_build_context leveli_bld;
3892
3893 /* everything is scalar for now */
3894 lp_build_context_init(&leveli_bld, gallivm, lp_type_int_vec(32, 32));
3895 last_level = dynamic_state->last_level(dynamic_state, gallivm,
3896 context_ptr, texture_unit);
3897
3898 out = lp_build_cmp(&leveli_bld, PIPE_FUNC_LESS, level, first_level);
3899 out1 = lp_build_cmp(&leveli_bld, PIPE_FUNC_GREATER, level, last_level);
3900 out = lp_build_or(&leveli_bld, out, out1);
3901 if (num_lods == 1) {
3902 out = lp_build_broadcast_scalar(&bld_int_vec4, out);
3903 }
3904 else {
3905 /* TODO */
3906 assert(0);
3907 }
3908 size = lp_build_andnot(&bld_int_vec4, size, out);
3909 }
3910 for (i = 0; i < dims + (has_array ? 1 : 0); i++) {
3911 params->sizes_out[i] = lp_build_extract_broadcast(gallivm, bld_int_vec4.type, params->int_type,
3912 size,
3913 lp_build_const_int32(gallivm, i));
3914 }
3915 if (params->is_sviewinfo) {
3916 for (; i < 4; i++) {
3917 params->sizes_out[i] = lp_build_const_vec(gallivm, params->int_type, 0.0);
3918 }
3919 }
3920
3921 /*
3922 * if there's no explicit_lod (buffers, rects) queries requiring nr of
3923 * mips would be illegal.
3924 */
3925 if (params->is_sviewinfo && params->explicit_lod) {
3926 struct lp_build_context bld_int_scalar;
3927 LLVMValueRef num_levels;
3928 lp_build_context_init(&bld_int_scalar, gallivm, lp_type_int(32));
3929
3930 if (static_state->level_zero_only) {
3931 num_levels = bld_int_scalar.one;
3932 }
3933 else {
3934 LLVMValueRef last_level;
3935
3936 last_level = dynamic_state->last_level(dynamic_state, gallivm,
3937 context_ptr, texture_unit);
3938 num_levels = lp_build_sub(&bld_int_scalar, last_level, first_level);
3939 num_levels = lp_build_add(&bld_int_scalar, num_levels, bld_int_scalar.one);
3940 }
3941 params->sizes_out[3] = lp_build_broadcast(gallivm, lp_build_vec_type(gallivm, params->int_type),
3942 num_levels);
3943 }
3944 }