llvmpipe: remove backwards dependency from tilecache to llvmpipe
[mesa.git] / src / gallium / drivers / llvmpipe / lp_tex_sample.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 * Copyright 2008 VMware, Inc. All rights reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
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12 * permit persons to whom the Software is furnished to do so, subject to
13 * the following conditions:
14 *
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
17 * of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 *
27 **************************************************************************/
28
29 /**
30 * Texture sampling
31 *
32 * Authors:
33 * Brian Paul
34 */
35
36 #include "lp_context.h"
37 #include "lp_quad.h"
38 #include "lp_surface.h"
39 #include "lp_texture.h"
40 #include "lp_tex_sample.h"
41 #include "lp_tile_cache.h"
42 #include "pipe/p_context.h"
43 #include "pipe/p_defines.h"
44 #include "util/u_math.h"
45 #include "util/u_memory.h"
46
47
48
49 /*
50 * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes
51 * see 1-pixel bands of improperly weighted linear-filtered textures.
52 * The tests/texwrap.c demo is a good test.
53 * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
54 * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
55 */
56 #define FRAC(f) ((f) - util_ifloor(f))
57
58
59 /**
60 * Linear interpolation macro
61 */
62 static INLINE float
63 lerp(float a, float v0, float v1)
64 {
65 return v0 + a * (v1 - v0);
66 }
67
68
69 /**
70 * Do 2D/biliner interpolation of float values.
71 * v00, v10, v01 and v11 are typically four texture samples in a square/box.
72 * a and b are the horizontal and vertical interpolants.
73 * It's important that this function is inlined when compiled with
74 * optimization! If we find that's not true on some systems, convert
75 * to a macro.
76 */
77 static INLINE float
78 lerp_2d(float a, float b,
79 float v00, float v10, float v01, float v11)
80 {
81 const float temp0 = lerp(a, v00, v10);
82 const float temp1 = lerp(a, v01, v11);
83 return lerp(b, temp0, temp1);
84 }
85
86
87 /**
88 * As above, but 3D interpolation of 8 values.
89 */
90 static INLINE float
91 lerp_3d(float a, float b, float c,
92 float v000, float v100, float v010, float v110,
93 float v001, float v101, float v011, float v111)
94 {
95 const float temp0 = lerp_2d(a, b, v000, v100, v010, v110);
96 const float temp1 = lerp_2d(a, b, v001, v101, v011, v111);
97 return lerp(c, temp0, temp1);
98 }
99
100
101
102 /**
103 * If A is a signed integer, A % B doesn't give the right value for A < 0
104 * (in terms of texture repeat). Just casting to unsigned fixes that.
105 */
106 #define REMAINDER(A, B) ((unsigned) (A) % (unsigned) (B))
107
108
109 /**
110 * Apply texture coord wrapping mode and return integer texture indexes
111 * for a vector of four texcoords (S or T or P).
112 * \param wrapMode PIPE_TEX_WRAP_x
113 * \param s the incoming texcoords
114 * \param size the texture image size
115 * \param icoord returns the integer texcoords
116 * \return integer texture index
117 */
118 static INLINE void
119 nearest_texcoord_4(unsigned wrapMode, const float s[4], unsigned size,
120 int icoord[4])
121 {
122 uint ch;
123 switch (wrapMode) {
124 case PIPE_TEX_WRAP_REPEAT:
125 /* s limited to [0,1) */
126 /* i limited to [0,size-1] */
127 for (ch = 0; ch < 4; ch++) {
128 int i = util_ifloor(s[ch] * size);
129 icoord[ch] = REMAINDER(i, size);
130 }
131 return;
132 case PIPE_TEX_WRAP_CLAMP:
133 /* s limited to [0,1] */
134 /* i limited to [0,size-1] */
135 for (ch = 0; ch < 4; ch++) {
136 if (s[ch] <= 0.0F)
137 icoord[ch] = 0;
138 else if (s[ch] >= 1.0F)
139 icoord[ch] = size - 1;
140 else
141 icoord[ch] = util_ifloor(s[ch] * size);
142 }
143 return;
144 case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
145 {
146 /* s limited to [min,max] */
147 /* i limited to [0, size-1] */
148 const float min = 1.0F / (2.0F * size);
149 const float max = 1.0F - min;
150 for (ch = 0; ch < 4; ch++) {
151 if (s[ch] < min)
152 icoord[ch] = 0;
153 else if (s[ch] > max)
154 icoord[ch] = size - 1;
155 else
156 icoord[ch] = util_ifloor(s[ch] * size);
157 }
158 }
159 return;
160 case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
161 {
162 /* s limited to [min,max] */
163 /* i limited to [-1, size] */
164 const float min = -1.0F / (2.0F * size);
165 const float max = 1.0F - min;
166 for (ch = 0; ch < 4; ch++) {
167 if (s[ch] <= min)
168 icoord[ch] = -1;
169 else if (s[ch] >= max)
170 icoord[ch] = size;
171 else
172 icoord[ch] = util_ifloor(s[ch] * size);
173 }
174 }
175 return;
176 case PIPE_TEX_WRAP_MIRROR_REPEAT:
177 {
178 const float min = 1.0F / (2.0F * size);
179 const float max = 1.0F - min;
180 for (ch = 0; ch < 4; ch++) {
181 const int flr = util_ifloor(s[ch]);
182 float u;
183 if (flr & 1)
184 u = 1.0F - (s[ch] - (float) flr);
185 else
186 u = s[ch] - (float) flr;
187 if (u < min)
188 icoord[ch] = 0;
189 else if (u > max)
190 icoord[ch] = size - 1;
191 else
192 icoord[ch] = util_ifloor(u * size);
193 }
194 }
195 return;
196 case PIPE_TEX_WRAP_MIRROR_CLAMP:
197 for (ch = 0; ch < 4; ch++) {
198 /* s limited to [0,1] */
199 /* i limited to [0,size-1] */
200 const float u = fabsf(s[ch]);
201 if (u <= 0.0F)
202 icoord[ch] = 0;
203 else if (u >= 1.0F)
204 icoord[ch] = size - 1;
205 else
206 icoord[ch] = util_ifloor(u * size);
207 }
208 return;
209 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
210 {
211 /* s limited to [min,max] */
212 /* i limited to [0, size-1] */
213 const float min = 1.0F / (2.0F * size);
214 const float max = 1.0F - min;
215 for (ch = 0; ch < 4; ch++) {
216 const float u = fabsf(s[ch]);
217 if (u < min)
218 icoord[ch] = 0;
219 else if (u > max)
220 icoord[ch] = size - 1;
221 else
222 icoord[ch] = util_ifloor(u * size);
223 }
224 }
225 return;
226 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
227 {
228 /* s limited to [min,max] */
229 /* i limited to [0, size-1] */
230 const float min = -1.0F / (2.0F * size);
231 const float max = 1.0F - min;
232 for (ch = 0; ch < 4; ch++) {
233 const float u = fabsf(s[ch]);
234 if (u < min)
235 icoord[ch] = -1;
236 else if (u > max)
237 icoord[ch] = size;
238 else
239 icoord[ch] = util_ifloor(u * size);
240 }
241 }
242 return;
243 default:
244 assert(0);
245 }
246 }
247
248
249 /**
250 * Used to compute texel locations for linear sampling for four texcoords.
251 * \param wrapMode PIPE_TEX_WRAP_x
252 * \param s the texcoords
253 * \param size the texture image size
254 * \param icoord0 returns first texture indexes
255 * \param icoord1 returns second texture indexes (usually icoord0 + 1)
256 * \param w returns blend factor/weight between texture indexes
257 * \param icoord returns the computed integer texture coords
258 */
259 static INLINE void
260 linear_texcoord_4(unsigned wrapMode, const float s[4], unsigned size,
261 int icoord0[4], int icoord1[4], float w[4])
262 {
263 uint ch;
264
265 switch (wrapMode) {
266 case PIPE_TEX_WRAP_REPEAT:
267 for (ch = 0; ch < 4; ch++) {
268 float u = s[ch] * size - 0.5F;
269 icoord0[ch] = REMAINDER(util_ifloor(u), size);
270 icoord1[ch] = REMAINDER(icoord0[ch] + 1, size);
271 w[ch] = FRAC(u);
272 }
273 break;;
274 case PIPE_TEX_WRAP_CLAMP:
275 for (ch = 0; ch < 4; ch++) {
276 float u = CLAMP(s[ch], 0.0F, 1.0F);
277 u = u * size - 0.5f;
278 icoord0[ch] = util_ifloor(u);
279 icoord1[ch] = icoord0[ch] + 1;
280 w[ch] = FRAC(u);
281 }
282 break;;
283 case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
284 for (ch = 0; ch < 4; ch++) {
285 float u = CLAMP(s[ch], 0.0F, 1.0F);
286 u = u * size - 0.5f;
287 icoord0[ch] = util_ifloor(u);
288 icoord1[ch] = icoord0[ch] + 1;
289 if (icoord0[ch] < 0)
290 icoord0[ch] = 0;
291 if (icoord1[ch] >= (int) size)
292 icoord1[ch] = size - 1;
293 w[ch] = FRAC(u);
294 }
295 break;;
296 case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
297 {
298 const float min = -1.0F / (2.0F * size);
299 const float max = 1.0F - min;
300 for (ch = 0; ch < 4; ch++) {
301 float u = CLAMP(s[ch], min, max);
302 u = u * size - 0.5f;
303 icoord0[ch] = util_ifloor(u);
304 icoord1[ch] = icoord0[ch] + 1;
305 w[ch] = FRAC(u);
306 }
307 }
308 break;;
309 case PIPE_TEX_WRAP_MIRROR_REPEAT:
310 for (ch = 0; ch < 4; ch++) {
311 const int flr = util_ifloor(s[ch]);
312 float u;
313 if (flr & 1)
314 u = 1.0F - (s[ch] - (float) flr);
315 else
316 u = s[ch] - (float) flr;
317 u = u * size - 0.5F;
318 icoord0[ch] = util_ifloor(u);
319 icoord1[ch] = icoord0[ch] + 1;
320 if (icoord0[ch] < 0)
321 icoord0[ch] = 0;
322 if (icoord1[ch] >= (int) size)
323 icoord1[ch] = size - 1;
324 w[ch] = FRAC(u);
325 }
326 break;;
327 case PIPE_TEX_WRAP_MIRROR_CLAMP:
328 for (ch = 0; ch < 4; ch++) {
329 float u = fabsf(s[ch]);
330 if (u >= 1.0F)
331 u = (float) size;
332 else
333 u *= size;
334 u -= 0.5F;
335 icoord0[ch] = util_ifloor(u);
336 icoord1[ch] = icoord0[ch] + 1;
337 w[ch] = FRAC(u);
338 }
339 break;;
340 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
341 for (ch = 0; ch < 4; ch++) {
342 float u = fabsf(s[ch]);
343 if (u >= 1.0F)
344 u = (float) size;
345 else
346 u *= size;
347 u -= 0.5F;
348 icoord0[ch] = util_ifloor(u);
349 icoord1[ch] = icoord0[ch] + 1;
350 if (icoord0[ch] < 0)
351 icoord0[ch] = 0;
352 if (icoord1[ch] >= (int) size)
353 icoord1[ch] = size - 1;
354 w[ch] = FRAC(u);
355 }
356 break;;
357 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
358 {
359 const float min = -1.0F / (2.0F * size);
360 const float max = 1.0F - min;
361 for (ch = 0; ch < 4; ch++) {
362 float u = fabsf(s[ch]);
363 if (u <= min)
364 u = min * size;
365 else if (u >= max)
366 u = max * size;
367 else
368 u *= size;
369 u -= 0.5F;
370 icoord0[ch] = util_ifloor(u);
371 icoord1[ch] = icoord0[ch] + 1;
372 w[ch] = FRAC(u);
373 }
374 }
375 break;;
376 default:
377 assert(0);
378 }
379 }
380
381
382 /**
383 * For RECT textures / unnormalized texcoords
384 * Only a subset of wrap modes supported.
385 */
386 static INLINE void
387 nearest_texcoord_unnorm_4(unsigned wrapMode, const float s[4], unsigned size,
388 int icoord[4])
389 {
390 uint ch;
391 switch (wrapMode) {
392 case PIPE_TEX_WRAP_CLAMP:
393 for (ch = 0; ch < 4; ch++) {
394 int i = util_ifloor(s[ch]);
395 icoord[ch]= CLAMP(i, 0, (int) size-1);
396 }
397 return;
398 case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
399 /* fall-through */
400 case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
401 for (ch = 0; ch < 4; ch++) {
402 icoord[ch]= util_ifloor( CLAMP(s[ch], 0.5F, (float) size - 0.5F) );
403 }
404 return;
405 default:
406 assert(0);
407 }
408 }
409
410
411 /**
412 * For RECT textures / unnormalized texcoords.
413 * Only a subset of wrap modes supported.
414 */
415 static INLINE void
416 linear_texcoord_unnorm_4(unsigned wrapMode, const float s[4], unsigned size,
417 int icoord0[4], int icoord1[4], float w[4])
418 {
419 uint ch;
420 switch (wrapMode) {
421 case PIPE_TEX_WRAP_CLAMP:
422 for (ch = 0; ch < 4; ch++) {
423 /* Not exactly what the spec says, but it matches NVIDIA output */
424 float u = CLAMP(s[ch] - 0.5F, 0.0f, (float) size - 1.0f);
425 icoord0[ch] = util_ifloor(u);
426 icoord1[ch] = icoord0[ch] + 1;
427 w[ch] = FRAC(u);
428 }
429 return;
430 case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
431 /* fall-through */
432 case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
433 for (ch = 0; ch < 4; ch++) {
434 float u = CLAMP(s[ch], 0.5F, (float) size - 0.5F);
435 u -= 0.5F;
436 icoord0[ch] = util_ifloor(u);
437 icoord1[ch] = icoord0[ch] + 1;
438 if (icoord1[ch] > (int) size - 1)
439 icoord1[ch] = size - 1;
440 w[ch] = FRAC(u);
441 }
442 break;
443 default:
444 assert(0);
445 }
446 }
447
448
449 static unsigned
450 choose_cube_face(float rx, float ry, float rz, float *newS, float *newT)
451 {
452 /*
453 major axis
454 direction target sc tc ma
455 ---------- ------------------------------- --- --- ---
456 +rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx
457 -rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx
458 +ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry
459 -ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry
460 +rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz
461 -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz
462 */
463 const float arx = fabsf(rx), ary = fabsf(ry), arz = fabsf(rz);
464 unsigned face;
465 float sc, tc, ma;
466
467 if (arx > ary && arx > arz) {
468 if (rx >= 0.0F) {
469 face = PIPE_TEX_FACE_POS_X;
470 sc = -rz;
471 tc = -ry;
472 ma = arx;
473 }
474 else {
475 face = PIPE_TEX_FACE_NEG_X;
476 sc = rz;
477 tc = -ry;
478 ma = arx;
479 }
480 }
481 else if (ary > arx && ary > arz) {
482 if (ry >= 0.0F) {
483 face = PIPE_TEX_FACE_POS_Y;
484 sc = rx;
485 tc = rz;
486 ma = ary;
487 }
488 else {
489 face = PIPE_TEX_FACE_NEG_Y;
490 sc = rx;
491 tc = -rz;
492 ma = ary;
493 }
494 }
495 else {
496 if (rz > 0.0F) {
497 face = PIPE_TEX_FACE_POS_Z;
498 sc = rx;
499 tc = -ry;
500 ma = arz;
501 }
502 else {
503 face = PIPE_TEX_FACE_NEG_Z;
504 sc = -rx;
505 tc = -ry;
506 ma = arz;
507 }
508 }
509
510 *newS = ( sc / ma + 1.0F ) * 0.5F;
511 *newT = ( tc / ma + 1.0F ) * 0.5F;
512
513 return face;
514 }
515
516
517 /**
518 * Examine the quad's texture coordinates to compute the partial
519 * derivatives w.r.t X and Y, then compute lambda (level of detail).
520 *
521 * This is only done for fragment shaders, not vertex shaders.
522 */
523 static float
524 compute_lambda(const struct pipe_texture *tex,
525 const struct pipe_sampler_state *sampler,
526 const float s[QUAD_SIZE],
527 const float t[QUAD_SIZE],
528 const float p[QUAD_SIZE],
529 float lodbias)
530 {
531 float rho, lambda;
532
533 assert(sampler->normalized_coords);
534
535 assert(s);
536 {
537 float dsdx = s[QUAD_BOTTOM_RIGHT] - s[QUAD_BOTTOM_LEFT];
538 float dsdy = s[QUAD_TOP_LEFT] - s[QUAD_BOTTOM_LEFT];
539 dsdx = fabsf(dsdx);
540 dsdy = fabsf(dsdy);
541 rho = MAX2(dsdx, dsdy) * tex->width[0];
542 }
543 if (t) {
544 float dtdx = t[QUAD_BOTTOM_RIGHT] - t[QUAD_BOTTOM_LEFT];
545 float dtdy = t[QUAD_TOP_LEFT] - t[QUAD_BOTTOM_LEFT];
546 float max;
547 dtdx = fabsf(dtdx);
548 dtdy = fabsf(dtdy);
549 max = MAX2(dtdx, dtdy) * tex->height[0];
550 rho = MAX2(rho, max);
551 }
552 if (p) {
553 float dpdx = p[QUAD_BOTTOM_RIGHT] - p[QUAD_BOTTOM_LEFT];
554 float dpdy = p[QUAD_TOP_LEFT] - p[QUAD_BOTTOM_LEFT];
555 float max;
556 dpdx = fabsf(dpdx);
557 dpdy = fabsf(dpdy);
558 max = MAX2(dpdx, dpdy) * tex->depth[0];
559 rho = MAX2(rho, max);
560 }
561
562 lambda = util_fast_log2(rho);
563 lambda += lodbias + sampler->lod_bias;
564 lambda = CLAMP(lambda, sampler->min_lod, sampler->max_lod);
565
566 return lambda;
567 }
568
569
570 /**
571 * Do several things here:
572 * 1. Compute lambda from the texcoords, if needed
573 * 2. Determine if we're minifying or magnifying
574 * 3. If minifying, choose mipmap levels
575 * 4. Return image filter to use within mipmap images
576 * \param level0 Returns first mipmap level to sample from
577 * \param level1 Returns second mipmap level to sample from
578 * \param levelBlend Returns blend factor between levels, in [0,1]
579 * \param imgFilter Returns either the min or mag filter, depending on lambda
580 */
581 static void
582 choose_mipmap_levels(const struct pipe_texture *texture,
583 const struct pipe_sampler_state *sampler,
584 const float s[QUAD_SIZE],
585 const float t[QUAD_SIZE],
586 const float p[QUAD_SIZE],
587 boolean computeLambda,
588 float lodbias,
589 unsigned *level0, unsigned *level1, float *levelBlend,
590 unsigned *imgFilter)
591 {
592 if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
593 /* no mipmap selection needed */
594 *level0 = *level1 = CLAMP((int) sampler->min_lod,
595 0, (int) texture->last_level);
596
597 if (sampler->min_img_filter != sampler->mag_img_filter) {
598 /* non-mipmapped texture, but still need to determine if doing
599 * minification or magnification.
600 */
601 float lambda = compute_lambda(texture, sampler, s, t, p, lodbias);
602 if (lambda <= 0.0) {
603 *imgFilter = sampler->mag_img_filter;
604 }
605 else {
606 *imgFilter = sampler->min_img_filter;
607 }
608 }
609 else {
610 *imgFilter = sampler->mag_img_filter;
611 }
612 }
613 else {
614 float lambda;
615
616 if (computeLambda)
617 /* fragment shader */
618 lambda = compute_lambda(texture, sampler, s, t, p, lodbias);
619 else
620 /* vertex shader */
621 lambda = lodbias; /* not really a bias, but absolute LOD */
622
623 if (lambda <= 0.0) { /* XXX threshold depends on the filter */
624 /* magnifying */
625 *imgFilter = sampler->mag_img_filter;
626 *level0 = *level1 = 0;
627 }
628 else {
629 /* minifying */
630 *imgFilter = sampler->min_img_filter;
631
632 /* choose mipmap level(s) and compute the blend factor between them */
633 if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NEAREST) {
634 /* Nearest mipmap level */
635 const int lvl = (int) (lambda + 0.5);
636 *level0 =
637 *level1 = CLAMP(lvl, 0, (int) texture->last_level);
638 }
639 else {
640 /* Linear interpolation between mipmap levels */
641 const int lvl = (int) lambda;
642 *level0 = CLAMP(lvl, 0, (int) texture->last_level);
643 *level1 = CLAMP(lvl + 1, 0, (int) texture->last_level);
644 *levelBlend = FRAC(lambda); /* blending weight between levels */
645 }
646 }
647 }
648 }
649
650
651 /**
652 * Get a texel from a texture, using the texture tile cache.
653 *
654 * \param face the cube face in 0..5
655 * \param level the mipmap level
656 * \param x the x coord of texel within 2D image
657 * \param y the y coord of texel within 2D image
658 * \param z which slice of a 3D texture
659 * \param rgba the quad to put the texel/color into
660 * \param j which element of the rgba quad to write to
661 *
662 * XXX maybe move this into lp_tile_cache.c and merge with the
663 * lp_get_cached_tile_tex() function. Also, get 4 texels instead of 1...
664 */
665 static void
666 get_texel(const struct tgsi_sampler *tgsi_sampler,
667 unsigned face, unsigned level, int x, int y, int z,
668 float rgba[NUM_CHANNELS][QUAD_SIZE], unsigned j)
669 {
670 const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
671 const struct pipe_texture *texture = samp->texture;
672 const struct pipe_sampler_state *sampler = samp->sampler;
673
674 if (x < 0 || x >= (int) texture->width[level] ||
675 y < 0 || y >= (int) texture->height[level] ||
676 z < 0 || z >= (int) texture->depth[level]) {
677 rgba[0][j] = sampler->border_color[0];
678 rgba[1][j] = sampler->border_color[1];
679 rgba[2][j] = sampler->border_color[2];
680 rgba[3][j] = sampler->border_color[3];
681 }
682 else {
683 const int tx = x % TILE_SIZE;
684 const int ty = y % TILE_SIZE;
685 const struct llvmpipe_cached_tile *tile
686 = lp_get_cached_tile_tex(samp->cache,
687 x, y, z, face, level);
688 rgba[0][j] = tile->data.color[ty][tx][0];
689 rgba[1][j] = tile->data.color[ty][tx][1];
690 rgba[2][j] = tile->data.color[ty][tx][2];
691 rgba[3][j] = tile->data.color[ty][tx][3];
692 if (0)
693 {
694 debug_printf("Get texel %f %f %f %f from %s\n",
695 rgba[0][j], rgba[1][j], rgba[2][j], rgba[3][j],
696 pf_name(texture->format));
697 }
698 }
699 }
700
701
702 /**
703 * Compare texcoord 'p' (aka R) against texture value 'rgba[0]'
704 * When we sampled the depth texture, the depth value was put into all
705 * RGBA channels. We look at the red channel here.
706 * \param rgba quad of (depth) texel values
707 * \param p texture 'P' components for four pixels in quad
708 * \param j which pixel in the quad to test [0..3]
709 */
710 static INLINE void
711 shadow_compare(const struct pipe_sampler_state *sampler,
712 float rgba[NUM_CHANNELS][QUAD_SIZE],
713 const float p[QUAD_SIZE],
714 uint j)
715 {
716 int k;
717 switch (sampler->compare_func) {
718 case PIPE_FUNC_LESS:
719 k = p[j] < rgba[0][j];
720 break;
721 case PIPE_FUNC_LEQUAL:
722 k = p[j] <= rgba[0][j];
723 break;
724 case PIPE_FUNC_GREATER:
725 k = p[j] > rgba[0][j];
726 break;
727 case PIPE_FUNC_GEQUAL:
728 k = p[j] >= rgba[0][j];
729 break;
730 case PIPE_FUNC_EQUAL:
731 k = p[j] == rgba[0][j];
732 break;
733 case PIPE_FUNC_NOTEQUAL:
734 k = p[j] != rgba[0][j];
735 break;
736 case PIPE_FUNC_ALWAYS:
737 k = 1;
738 break;
739 case PIPE_FUNC_NEVER:
740 k = 0;
741 break;
742 default:
743 k = 0;
744 assert(0);
745 break;
746 }
747
748 /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */
749 rgba[0][j] = rgba[1][j] = rgba[2][j] = (float) k;
750 rgba[3][j] = 1.0F;
751 }
752
753
754 /**
755 * As above, but do four z/texture comparisons.
756 */
757 static INLINE void
758 shadow_compare4(const struct pipe_sampler_state *sampler,
759 float rgba[NUM_CHANNELS][QUAD_SIZE],
760 const float p[QUAD_SIZE])
761 {
762 int j, k0, k1, k2, k3;
763 float val;
764
765 /* compare four texcoords vs. four texture samples */
766 switch (sampler->compare_func) {
767 case PIPE_FUNC_LESS:
768 k0 = p[0] < rgba[0][0];
769 k1 = p[1] < rgba[0][1];
770 k2 = p[2] < rgba[0][2];
771 k3 = p[3] < rgba[0][3];
772 break;
773 case PIPE_FUNC_LEQUAL:
774 k0 = p[0] <= rgba[0][0];
775 k1 = p[1] <= rgba[0][1];
776 k2 = p[2] <= rgba[0][2];
777 k3 = p[3] <= rgba[0][3];
778 break;
779 case PIPE_FUNC_GREATER:
780 k0 = p[0] > rgba[0][0];
781 k1 = p[1] > rgba[0][1];
782 k2 = p[2] > rgba[0][2];
783 k3 = p[3] > rgba[0][3];
784 break;
785 case PIPE_FUNC_GEQUAL:
786 k0 = p[0] >= rgba[0][0];
787 k1 = p[1] >= rgba[0][1];
788 k2 = p[2] >= rgba[0][2];
789 k3 = p[3] >= rgba[0][3];
790 break;
791 case PIPE_FUNC_EQUAL:
792 k0 = p[0] == rgba[0][0];
793 k1 = p[1] == rgba[0][1];
794 k2 = p[2] == rgba[0][2];
795 k3 = p[3] == rgba[0][3];
796 break;
797 case PIPE_FUNC_NOTEQUAL:
798 k0 = p[0] != rgba[0][0];
799 k1 = p[1] != rgba[0][1];
800 k2 = p[2] != rgba[0][2];
801 k3 = p[3] != rgba[0][3];
802 break;
803 case PIPE_FUNC_ALWAYS:
804 k0 = k1 = k2 = k3 = 1;
805 break;
806 case PIPE_FUNC_NEVER:
807 k0 = k1 = k2 = k3 = 0;
808 break;
809 default:
810 k0 = k1 = k2 = k3 = 0;
811 assert(0);
812 break;
813 }
814
815 /* convert four pass/fail values to an intensity in [0,1] */
816 val = 0.25F * (k0 + k1 + k2 + k3);
817
818 /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */
819 for (j = 0; j < 4; j++) {
820 rgba[0][j] = rgba[1][j] = rgba[2][j] = val;
821 rgba[3][j] = 1.0F;
822 }
823 }
824
825
826 /**
827 * Common code for sampling 1D/2D/cube textures.
828 * Could probably extend for 3D...
829 */
830 static void
831 lp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler,
832 const float s[QUAD_SIZE],
833 const float t[QUAD_SIZE],
834 const float p[QUAD_SIZE],
835 boolean computeLambda,
836 float lodbias,
837 float rgba[NUM_CHANNELS][QUAD_SIZE],
838 const unsigned faces[4])
839 {
840 const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
841 const struct pipe_texture *texture = samp->texture;
842 const struct pipe_sampler_state *sampler = samp->sampler;
843 unsigned level0, level1, j, imgFilter;
844 int width, height;
845 float levelBlend;
846
847 choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
848 &level0, &level1, &levelBlend, &imgFilter);
849
850 assert(sampler->normalized_coords);
851
852 width = texture->width[level0];
853 height = texture->height[level0];
854
855 assert(width > 0);
856
857 switch (imgFilter) {
858 case PIPE_TEX_FILTER_NEAREST:
859 {
860 int x[4], y[4];
861 nearest_texcoord_4(sampler->wrap_s, s, width, x);
862 nearest_texcoord_4(sampler->wrap_t, t, height, y);
863
864 for (j = 0; j < QUAD_SIZE; j++) {
865 get_texel(tgsi_sampler, faces[j], level0, x[j], y[j], 0, rgba, j);
866 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
867 shadow_compare(sampler, rgba, p, j);
868 }
869
870 if (level0 != level1) {
871 /* get texels from second mipmap level and blend */
872 float rgba2[4][4];
873 unsigned c;
874 x[j] /= 2;
875 y[j] /= 2;
876 get_texel(tgsi_sampler, faces[j], level1, x[j], y[j], 0,
877 rgba2, j);
878 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
879 shadow_compare(sampler, rgba2, p, j);
880 }
881
882 for (c = 0; c < NUM_CHANNELS; c++) {
883 rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
884 }
885 }
886 }
887 }
888 break;
889 case PIPE_TEX_FILTER_LINEAR:
890 case PIPE_TEX_FILTER_ANISO:
891 {
892 int x0[4], y0[4], x1[4], y1[4];
893 float xw[4], yw[4]; /* weights */
894
895 linear_texcoord_4(sampler->wrap_s, s, width, x0, x1, xw);
896 linear_texcoord_4(sampler->wrap_t, t, height, y0, y1, yw);
897
898 for (j = 0; j < QUAD_SIZE; j++) {
899 float tx[4][4]; /* texels */
900 int c;
901 get_texel(tgsi_sampler, faces[j], level0, x0[j], y0[j], 0, tx, 0);
902 get_texel(tgsi_sampler, faces[j], level0, x1[j], y0[j], 0, tx, 1);
903 get_texel(tgsi_sampler, faces[j], level0, x0[j], y1[j], 0, tx, 2);
904 get_texel(tgsi_sampler, faces[j], level0, x1[j], y1[j], 0, tx, 3);
905 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
906 shadow_compare4(sampler, tx, p);
907 }
908
909 /* interpolate R, G, B, A */
910 for (c = 0; c < 4; c++) {
911 rgba[c][j] = lerp_2d(xw[j], yw[j],
912 tx[c][0], tx[c][1],
913 tx[c][2], tx[c][3]);
914 }
915
916 if (level0 != level1) {
917 /* get texels from second mipmap level and blend */
918 float rgba2[4][4];
919 x0[j] /= 2;
920 y0[j] /= 2;
921 x1[j] /= 2;
922 y1[j] /= 2;
923 get_texel(tgsi_sampler, faces[j], level1, x0[j], y0[j], 0, tx, 0);
924 get_texel(tgsi_sampler, faces[j], level1, x1[j], y0[j], 0, tx, 1);
925 get_texel(tgsi_sampler, faces[j], level1, x0[j], y1[j], 0, tx, 2);
926 get_texel(tgsi_sampler, faces[j], level1, x1[j], y1[j], 0, tx, 3);
927 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
928 shadow_compare4(sampler, tx, p);
929 }
930
931 /* interpolate R, G, B, A */
932 for (c = 0; c < 4; c++) {
933 rgba2[c][j] = lerp_2d(xw[j], yw[j],
934 tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
935 }
936
937 for (c = 0; c < NUM_CHANNELS; c++) {
938 rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
939 }
940 }
941 }
942 }
943 break;
944 default:
945 assert(0);
946 }
947 }
948
949
950 static INLINE void
951 lp_get_samples_1d(const struct tgsi_sampler *sampler,
952 const float s[QUAD_SIZE],
953 const float t[QUAD_SIZE],
954 const float p[QUAD_SIZE],
955 boolean computeLambda,
956 float lodbias,
957 float rgba[NUM_CHANNELS][QUAD_SIZE])
958 {
959 static const unsigned faces[4] = {0, 0, 0, 0};
960 static const float tzero[4] = {0, 0, 0, 0};
961 lp_get_samples_2d_common(sampler, s, tzero, NULL,
962 computeLambda, lodbias, rgba, faces);
963 }
964
965
966 static INLINE void
967 lp_get_samples_2d(const struct tgsi_sampler *sampler,
968 const float s[QUAD_SIZE],
969 const float t[QUAD_SIZE],
970 const float p[QUAD_SIZE],
971 boolean computeLambda,
972 float lodbias,
973 float rgba[NUM_CHANNELS][QUAD_SIZE])
974 {
975 static const unsigned faces[4] = {0, 0, 0, 0};
976 lp_get_samples_2d_common(sampler, s, t, p,
977 computeLambda, lodbias, rgba, faces);
978 }
979
980
981 static INLINE void
982 lp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler,
983 const float s[QUAD_SIZE],
984 const float t[QUAD_SIZE],
985 const float p[QUAD_SIZE],
986 boolean computeLambda,
987 float lodbias,
988 float rgba[NUM_CHANNELS][QUAD_SIZE])
989 {
990 const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
991 const struct pipe_texture *texture = samp->texture;
992 const struct pipe_sampler_state *sampler = samp->sampler;
993 /* get/map pipe_surfaces corresponding to 3D tex slices */
994 unsigned level0, level1, j, imgFilter;
995 int width, height, depth;
996 float levelBlend;
997 const uint face = 0;
998
999 choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
1000 &level0, &level1, &levelBlend, &imgFilter);
1001
1002 assert(sampler->normalized_coords);
1003
1004 width = texture->width[level0];
1005 height = texture->height[level0];
1006 depth = texture->depth[level0];
1007
1008 assert(width > 0);
1009 assert(height > 0);
1010 assert(depth > 0);
1011
1012 switch (imgFilter) {
1013 case PIPE_TEX_FILTER_NEAREST:
1014 {
1015 int x[4], y[4], z[4];
1016 nearest_texcoord_4(sampler->wrap_s, s, width, x);
1017 nearest_texcoord_4(sampler->wrap_t, t, height, y);
1018 nearest_texcoord_4(sampler->wrap_r, p, depth, z);
1019 for (j = 0; j < QUAD_SIZE; j++) {
1020 get_texel(tgsi_sampler, face, level0, x[j], y[j], z[j], rgba, j);
1021 if (level0 != level1) {
1022 /* get texels from second mipmap level and blend */
1023 float rgba2[4][4];
1024 unsigned c;
1025 x[j] /= 2;
1026 y[j] /= 2;
1027 z[j] /= 2;
1028 get_texel(tgsi_sampler, face, level1, x[j], y[j], z[j], rgba2, j);
1029 for (c = 0; c < NUM_CHANNELS; c++) {
1030 rgba[c][j] = lerp(levelBlend, rgba2[c][j], rgba[c][j]);
1031 }
1032 }
1033 }
1034 }
1035 break;
1036 case PIPE_TEX_FILTER_LINEAR:
1037 case PIPE_TEX_FILTER_ANISO:
1038 {
1039 int x0[4], x1[4], y0[4], y1[4], z0[4], z1[4];
1040 float xw[4], yw[4], zw[4]; /* interpolation weights */
1041 linear_texcoord_4(sampler->wrap_s, s, width, x0, x1, xw);
1042 linear_texcoord_4(sampler->wrap_t, t, height, y0, y1, yw);
1043 linear_texcoord_4(sampler->wrap_r, p, depth, z0, z1, zw);
1044
1045 for (j = 0; j < QUAD_SIZE; j++) {
1046 int c;
1047 float tx0[4][4], tx1[4][4];
1048 get_texel(tgsi_sampler, face, level0, x0[j], y0[j], z0[j], tx0, 0);
1049 get_texel(tgsi_sampler, face, level0, x1[j], y0[j], z0[j], tx0, 1);
1050 get_texel(tgsi_sampler, face, level0, x0[j], y1[j], z0[j], tx0, 2);
1051 get_texel(tgsi_sampler, face, level0, x1[j], y1[j], z0[j], tx0, 3);
1052 get_texel(tgsi_sampler, face, level0, x0[j], y0[j], z1[j], tx1, 0);
1053 get_texel(tgsi_sampler, face, level0, x1[j], y0[j], z1[j], tx1, 1);
1054 get_texel(tgsi_sampler, face, level0, x0[j], y1[j], z1[j], tx1, 2);
1055 get_texel(tgsi_sampler, face, level0, x1[j], y1[j], z1[j], tx1, 3);
1056
1057 /* interpolate R, G, B, A */
1058 for (c = 0; c < 4; c++) {
1059 rgba[c][j] = lerp_3d(xw[j], yw[j], zw[j],
1060 tx0[c][0], tx0[c][1],
1061 tx0[c][2], tx0[c][3],
1062 tx1[c][0], tx1[c][1],
1063 tx1[c][2], tx1[c][3]);
1064 }
1065
1066 if (level0 != level1) {
1067 /* get texels from second mipmap level and blend */
1068 float rgba2[4][4];
1069 x0[j] /= 2;
1070 y0[j] /= 2;
1071 z0[j] /= 2;
1072 x1[j] /= 2;
1073 y1[j] /= 2;
1074 z1[j] /= 2;
1075 get_texel(tgsi_sampler, face, level1, x0[j], y0[j], z0[j], tx0, 0);
1076 get_texel(tgsi_sampler, face, level1, x1[j], y0[j], z0[j], tx0, 1);
1077 get_texel(tgsi_sampler, face, level1, x0[j], y1[j], z0[j], tx0, 2);
1078 get_texel(tgsi_sampler, face, level1, x1[j], y1[j], z0[j], tx0, 3);
1079 get_texel(tgsi_sampler, face, level1, x0[j], y0[j], z1[j], tx1, 0);
1080 get_texel(tgsi_sampler, face, level1, x1[j], y0[j], z1[j], tx1, 1);
1081 get_texel(tgsi_sampler, face, level1, x0[j], y1[j], z1[j], tx1, 2);
1082 get_texel(tgsi_sampler, face, level1, x1[j], y1[j], z1[j], tx1, 3);
1083
1084 /* interpolate R, G, B, A */
1085 for (c = 0; c < 4; c++) {
1086 rgba2[c][j] = lerp_3d(xw[j], yw[j], zw[j],
1087 tx0[c][0], tx0[c][1],
1088 tx0[c][2], tx0[c][3],
1089 tx1[c][0], tx1[c][1],
1090 tx1[c][2], tx1[c][3]);
1091 }
1092
1093 /* blend mipmap levels */
1094 for (c = 0; c < NUM_CHANNELS; c++) {
1095 rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
1096 }
1097 }
1098 }
1099 }
1100 break;
1101 default:
1102 assert(0);
1103 }
1104 }
1105
1106
1107 static void
1108 lp_get_samples_cube(const struct tgsi_sampler *sampler,
1109 const float s[QUAD_SIZE],
1110 const float t[QUAD_SIZE],
1111 const float p[QUAD_SIZE],
1112 boolean computeLambda,
1113 float lodbias,
1114 float rgba[NUM_CHANNELS][QUAD_SIZE])
1115 {
1116 unsigned faces[QUAD_SIZE], j;
1117 float ssss[4], tttt[4];
1118 for (j = 0; j < QUAD_SIZE; j++) {
1119 faces[j] = choose_cube_face(s[j], t[j], p[j], ssss + j, tttt + j);
1120 }
1121 lp_get_samples_2d_common(sampler, ssss, tttt, NULL,
1122 computeLambda, lodbias, rgba, faces);
1123 }
1124
1125
1126 static void
1127 lp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler,
1128 const float s[QUAD_SIZE],
1129 const float t[QUAD_SIZE],
1130 const float p[QUAD_SIZE],
1131 boolean computeLambda,
1132 float lodbias,
1133 float rgba[NUM_CHANNELS][QUAD_SIZE])
1134 {
1135 const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
1136 const struct pipe_texture *texture = samp->texture;
1137 const struct pipe_sampler_state *sampler = samp->sampler;
1138 const uint face = 0;
1139 unsigned level0, level1, j, imgFilter;
1140 int width, height;
1141 float levelBlend;
1142
1143 choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
1144 &level0, &level1, &levelBlend, &imgFilter);
1145
1146 /* texture RECTS cannot be mipmapped */
1147 assert(level0 == level1);
1148
1149 width = texture->width[level0];
1150 height = texture->height[level0];
1151
1152 assert(width > 0);
1153
1154 switch (imgFilter) {
1155 case PIPE_TEX_FILTER_NEAREST:
1156 {
1157 int x[4], y[4];
1158 nearest_texcoord_unnorm_4(sampler->wrap_s, s, width, x);
1159 nearest_texcoord_unnorm_4(sampler->wrap_t, t, height, y);
1160 for (j = 0; j < QUAD_SIZE; j++) {
1161 get_texel(tgsi_sampler, face, level0, x[j], y[j], 0, rgba, j);
1162 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
1163 shadow_compare(sampler, rgba, p, j);
1164 }
1165 }
1166 }
1167 break;
1168 case PIPE_TEX_FILTER_LINEAR:
1169 case PIPE_TEX_FILTER_ANISO:
1170 {
1171 int x0[4], y0[4], x1[4], y1[4];
1172 float xw[4], yw[4]; /* weights */
1173 linear_texcoord_unnorm_4(sampler->wrap_s, s, width, x0, x1, xw);
1174 linear_texcoord_unnorm_4(sampler->wrap_t, t, height, y0, y1, yw);
1175 for (j = 0; j < QUAD_SIZE; j++) {
1176 float tx[4][4]; /* texels */
1177 int c;
1178 get_texel(tgsi_sampler, face, level0, x0[j], y0[j], 0, tx, 0);
1179 get_texel(tgsi_sampler, face, level0, x1[j], y0[j], 0, tx, 1);
1180 get_texel(tgsi_sampler, face, level0, x0[j], y1[j], 0, tx, 2);
1181 get_texel(tgsi_sampler, face, level0, x1[j], y1[j], 0, tx, 3);
1182 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
1183 shadow_compare4(sampler, tx, p);
1184 }
1185 for (c = 0; c < 4; c++) {
1186 rgba[c][j] = lerp_2d(xw[j], yw[j],
1187 tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
1188 }
1189 }
1190 }
1191 break;
1192 default:
1193 assert(0);
1194 }
1195 }
1196
1197
1198 /**
1199 * Common code for vertex/fragment program texture sampling.
1200 */
1201 static INLINE void
1202 lp_get_samples(struct tgsi_sampler *tgsi_sampler,
1203 const float s[QUAD_SIZE],
1204 const float t[QUAD_SIZE],
1205 const float p[QUAD_SIZE],
1206 boolean computeLambda,
1207 float lodbias,
1208 float rgba[NUM_CHANNELS][QUAD_SIZE])
1209 {
1210 const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
1211 const struct pipe_texture *texture = samp->texture;
1212 const struct pipe_sampler_state *sampler = samp->sampler;
1213
1214 if (!texture)
1215 return;
1216
1217 switch (texture->target) {
1218 case PIPE_TEXTURE_1D:
1219 assert(sampler->normalized_coords);
1220 lp_get_samples_1d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
1221 break;
1222 case PIPE_TEXTURE_2D:
1223 if (sampler->normalized_coords)
1224 lp_get_samples_2d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
1225 else
1226 lp_get_samples_rect(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
1227 break;
1228 case PIPE_TEXTURE_3D:
1229 assert(sampler->normalized_coords);
1230 lp_get_samples_3d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
1231 break;
1232 case PIPE_TEXTURE_CUBE:
1233 assert(sampler->normalized_coords);
1234 lp_get_samples_cube(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
1235 break;
1236 default:
1237 assert(0);
1238 }
1239
1240 #if 0 /* DEBUG */
1241 {
1242 int i;
1243 printf("Sampled at %f, %f, %f:\n", s[0], t[0], p[0]);
1244 for (i = 0; i < 4; i++) {
1245 printf("Frag %d: %f %f %f %f\n", i,
1246 rgba[0][i],
1247 rgba[1][i],
1248 rgba[2][i],
1249 rgba[3][i]);
1250 }
1251 }
1252 #endif
1253 }
1254
1255
1256 /**
1257 * Called via tgsi_sampler::get_samples() when running a fragment shader.
1258 * Get four filtered RGBA values from the sampler's texture.
1259 */
1260 void
1261 lp_get_samples_fragment(struct tgsi_sampler *tgsi_sampler,
1262 const float s[QUAD_SIZE],
1263 const float t[QUAD_SIZE],
1264 const float p[QUAD_SIZE],
1265 float lodbias,
1266 float rgba[NUM_CHANNELS][QUAD_SIZE])
1267 {
1268 lp_get_samples(tgsi_sampler, s, t, p, TRUE, lodbias, rgba);
1269 }
1270
1271
1272 /**
1273 * Called via tgsi_sampler::get_samples() when running a vertex shader.
1274 * Get four filtered RGBA values from the sampler's texture.
1275 */
1276 void
1277 lp_get_samples_vertex(struct tgsi_sampler *tgsi_sampler,
1278 const float s[QUAD_SIZE],
1279 const float t[QUAD_SIZE],
1280 const float p[QUAD_SIZE],
1281 float lodbias,
1282 float rgba[NUM_CHANNELS][QUAD_SIZE])
1283 {
1284 lp_get_samples(tgsi_sampler, s, t, p, FALSE, lodbias, rgba);
1285 }