softpipe: shortcircuit repeated lookups of the same tile
[mesa.git] / src / gallium / drivers / softpipe / sp_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.
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27 **************************************************************************/
28
29 /**
30 * Texture sampling
31 *
32 * Authors:
33 * Brian Paul
34 */
35
36 #include "sp_context.h"
37 #include "sp_quad.h"
38 #include "sp_surface.h"
39 #include "sp_texture.h"
40 #include "sp_tex_sample.h"
41 #include "sp_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 sp_tile_cache.c and merge with the
663 * sp_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 sp_shader_sampler *samp = sp_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 unsigned tx = x % TILE_SIZE;
684 const unsigned ty = y % TILE_SIZE;
685 const struct softpipe_cached_tile *tile;
686
687 tile = sp_get_cached_tile_tex(samp->cache,
688 tile_address(x, y, z, face, level));
689
690 rgba[0][j] = tile->data.color[ty][tx][0];
691 rgba[1][j] = tile->data.color[ty][tx][1];
692 rgba[2][j] = tile->data.color[ty][tx][2];
693 rgba[3][j] = tile->data.color[ty][tx][3];
694 if (0)
695 {
696 debug_printf("Get texel %f %f %f %f from %s\n",
697 rgba[0][j], rgba[1][j], rgba[2][j], rgba[3][j],
698 pf_name(texture->format));
699 }
700 }
701 }
702
703
704 /**
705 * Compare texcoord 'p' (aka R) against texture value 'rgba[0]'
706 * When we sampled the depth texture, the depth value was put into all
707 * RGBA channels. We look at the red channel here.
708 * \param rgba quad of (depth) texel values
709 * \param p texture 'P' components for four pixels in quad
710 * \param j which pixel in the quad to test [0..3]
711 */
712 static INLINE void
713 shadow_compare(const struct pipe_sampler_state *sampler,
714 float rgba[NUM_CHANNELS][QUAD_SIZE],
715 const float p[QUAD_SIZE],
716 uint j)
717 {
718 int k;
719 switch (sampler->compare_func) {
720 case PIPE_FUNC_LESS:
721 k = p[j] < rgba[0][j];
722 break;
723 case PIPE_FUNC_LEQUAL:
724 k = p[j] <= rgba[0][j];
725 break;
726 case PIPE_FUNC_GREATER:
727 k = p[j] > rgba[0][j];
728 break;
729 case PIPE_FUNC_GEQUAL:
730 k = p[j] >= rgba[0][j];
731 break;
732 case PIPE_FUNC_EQUAL:
733 k = p[j] == rgba[0][j];
734 break;
735 case PIPE_FUNC_NOTEQUAL:
736 k = p[j] != rgba[0][j];
737 break;
738 case PIPE_FUNC_ALWAYS:
739 k = 1;
740 break;
741 case PIPE_FUNC_NEVER:
742 k = 0;
743 break;
744 default:
745 k = 0;
746 assert(0);
747 break;
748 }
749
750 /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */
751 rgba[0][j] = rgba[1][j] = rgba[2][j] = (float) k;
752 rgba[3][j] = 1.0F;
753 }
754
755
756 /**
757 * As above, but do four z/texture comparisons.
758 */
759 static INLINE void
760 shadow_compare4(const struct pipe_sampler_state *sampler,
761 float rgba[NUM_CHANNELS][QUAD_SIZE],
762 const float p[QUAD_SIZE])
763 {
764 int j, k0, k1, k2, k3;
765 float val;
766
767 /* compare four texcoords vs. four texture samples */
768 switch (sampler->compare_func) {
769 case PIPE_FUNC_LESS:
770 k0 = p[0] < rgba[0][0];
771 k1 = p[1] < rgba[0][1];
772 k2 = p[2] < rgba[0][2];
773 k3 = p[3] < rgba[0][3];
774 break;
775 case PIPE_FUNC_LEQUAL:
776 k0 = p[0] <= rgba[0][0];
777 k1 = p[1] <= rgba[0][1];
778 k2 = p[2] <= rgba[0][2];
779 k3 = p[3] <= rgba[0][3];
780 break;
781 case PIPE_FUNC_GREATER:
782 k0 = p[0] > rgba[0][0];
783 k1 = p[1] > rgba[0][1];
784 k2 = p[2] > rgba[0][2];
785 k3 = p[3] > rgba[0][3];
786 break;
787 case PIPE_FUNC_GEQUAL:
788 k0 = p[0] >= rgba[0][0];
789 k1 = p[1] >= rgba[0][1];
790 k2 = p[2] >= rgba[0][2];
791 k3 = p[3] >= rgba[0][3];
792 break;
793 case PIPE_FUNC_EQUAL:
794 k0 = p[0] == rgba[0][0];
795 k1 = p[1] == rgba[0][1];
796 k2 = p[2] == rgba[0][2];
797 k3 = p[3] == rgba[0][3];
798 break;
799 case PIPE_FUNC_NOTEQUAL:
800 k0 = p[0] != rgba[0][0];
801 k1 = p[1] != rgba[0][1];
802 k2 = p[2] != rgba[0][2];
803 k3 = p[3] != rgba[0][3];
804 break;
805 case PIPE_FUNC_ALWAYS:
806 k0 = k1 = k2 = k3 = 1;
807 break;
808 case PIPE_FUNC_NEVER:
809 k0 = k1 = k2 = k3 = 0;
810 break;
811 default:
812 k0 = k1 = k2 = k3 = 0;
813 assert(0);
814 break;
815 }
816
817 /* convert four pass/fail values to an intensity in [0,1] */
818 val = 0.25F * (k0 + k1 + k2 + k3);
819
820 /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */
821 for (j = 0; j < 4; j++) {
822 rgba[0][j] = rgba[1][j] = rgba[2][j] = val;
823 rgba[3][j] = 1.0F;
824 }
825 }
826
827
828 /**
829 * Common code for sampling 1D/2D/cube textures.
830 * Could probably extend for 3D...
831 */
832 static void
833 sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler,
834 const float s[QUAD_SIZE],
835 const float t[QUAD_SIZE],
836 const float p[QUAD_SIZE],
837 boolean computeLambda,
838 float lodbias,
839 float rgba[NUM_CHANNELS][QUAD_SIZE],
840 const unsigned faces[4])
841 {
842 const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
843 const struct pipe_texture *texture = samp->texture;
844 const struct pipe_sampler_state *sampler = samp->sampler;
845 unsigned level0, level1, j, imgFilter;
846 int width, height;
847 float levelBlend;
848
849 choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
850 &level0, &level1, &levelBlend, &imgFilter);
851
852 assert(sampler->normalized_coords);
853
854 width = texture->width[level0];
855 height = texture->height[level0];
856
857 assert(width > 0);
858
859 switch (imgFilter) {
860 case PIPE_TEX_FILTER_NEAREST:
861 {
862 int x[4], y[4];
863 nearest_texcoord_4(sampler->wrap_s, s, width, x);
864 nearest_texcoord_4(sampler->wrap_t, t, height, y);
865
866 for (j = 0; j < QUAD_SIZE; j++) {
867 get_texel(tgsi_sampler, faces[j], level0, x[j], y[j], 0, rgba, j);
868 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
869 shadow_compare(sampler, rgba, p, j);
870 }
871
872 if (level0 != level1) {
873 /* get texels from second mipmap level and blend */
874 float rgba2[4][4];
875 unsigned c;
876 x[j] /= 2;
877 y[j] /= 2;
878 get_texel(tgsi_sampler, faces[j], level1, x[j], y[j], 0,
879 rgba2, j);
880 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
881 shadow_compare(sampler, rgba2, p, j);
882 }
883
884 for (c = 0; c < NUM_CHANNELS; c++) {
885 rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
886 }
887 }
888 }
889 }
890 break;
891 case PIPE_TEX_FILTER_LINEAR:
892 case PIPE_TEX_FILTER_ANISO:
893 {
894 int x0[4], y0[4], x1[4], y1[4];
895 float xw[4], yw[4]; /* weights */
896
897 linear_texcoord_4(sampler->wrap_s, s, width, x0, x1, xw);
898 linear_texcoord_4(sampler->wrap_t, t, height, y0, y1, yw);
899
900 for (j = 0; j < QUAD_SIZE; j++) {
901 float tx[4][4]; /* texels */
902 int c;
903 get_texel(tgsi_sampler, faces[j], level0, x0[j], y0[j], 0, tx, 0);
904 get_texel(tgsi_sampler, faces[j], level0, x1[j], y0[j], 0, tx, 1);
905 get_texel(tgsi_sampler, faces[j], level0, x0[j], y1[j], 0, tx, 2);
906 get_texel(tgsi_sampler, faces[j], level0, x1[j], y1[j], 0, tx, 3);
907 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
908 shadow_compare4(sampler, tx, p);
909 }
910
911 /* interpolate R, G, B, A */
912 for (c = 0; c < 4; c++) {
913 rgba[c][j] = lerp_2d(xw[j], yw[j],
914 tx[c][0], tx[c][1],
915 tx[c][2], tx[c][3]);
916 }
917
918 if (level0 != level1) {
919 /* get texels from second mipmap level and blend */
920 float rgba2[4][4];
921 x0[j] /= 2;
922 y0[j] /= 2;
923 x1[j] /= 2;
924 y1[j] /= 2;
925 get_texel(tgsi_sampler, faces[j], level1, x0[j], y0[j], 0, tx, 0);
926 get_texel(tgsi_sampler, faces[j], level1, x1[j], y0[j], 0, tx, 1);
927 get_texel(tgsi_sampler, faces[j], level1, x0[j], y1[j], 0, tx, 2);
928 get_texel(tgsi_sampler, faces[j], level1, x1[j], y1[j], 0, tx, 3);
929 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
930 shadow_compare4(sampler, tx, p);
931 }
932
933 /* interpolate R, G, B, A */
934 for (c = 0; c < 4; c++) {
935 rgba2[c][j] = lerp_2d(xw[j], yw[j],
936 tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
937 }
938
939 for (c = 0; c < NUM_CHANNELS; c++) {
940 rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
941 }
942 }
943 }
944 }
945 break;
946 default:
947 assert(0);
948 }
949 }
950
951
952 static INLINE void
953 sp_get_samples_1d(const struct tgsi_sampler *sampler,
954 const float s[QUAD_SIZE],
955 const float t[QUAD_SIZE],
956 const float p[QUAD_SIZE],
957 boolean computeLambda,
958 float lodbias,
959 float rgba[NUM_CHANNELS][QUAD_SIZE])
960 {
961 static const unsigned faces[4] = {0, 0, 0, 0};
962 static const float tzero[4] = {0, 0, 0, 0};
963 sp_get_samples_2d_common(sampler, s, tzero, NULL,
964 computeLambda, lodbias, rgba, faces);
965 }
966
967
968 static INLINE void
969 sp_get_samples_2d(const struct tgsi_sampler *sampler,
970 const float s[QUAD_SIZE],
971 const float t[QUAD_SIZE],
972 const float p[QUAD_SIZE],
973 boolean computeLambda,
974 float lodbias,
975 float rgba[NUM_CHANNELS][QUAD_SIZE])
976 {
977 static const unsigned faces[4] = {0, 0, 0, 0};
978 sp_get_samples_2d_common(sampler, s, t, p,
979 computeLambda, lodbias, rgba, faces);
980 }
981
982
983 static INLINE void
984 sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler,
985 const float s[QUAD_SIZE],
986 const float t[QUAD_SIZE],
987 const float p[QUAD_SIZE],
988 boolean computeLambda,
989 float lodbias,
990 float rgba[NUM_CHANNELS][QUAD_SIZE])
991 {
992 const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
993 const struct pipe_texture *texture = samp->texture;
994 const struct pipe_sampler_state *sampler = samp->sampler;
995 /* get/map pipe_surfaces corresponding to 3D tex slices */
996 unsigned level0, level1, j, imgFilter;
997 int width, height, depth;
998 float levelBlend;
999 const uint face = 0;
1000
1001 choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
1002 &level0, &level1, &levelBlend, &imgFilter);
1003
1004 assert(sampler->normalized_coords);
1005
1006 width = texture->width[level0];
1007 height = texture->height[level0];
1008 depth = texture->depth[level0];
1009
1010 assert(width > 0);
1011 assert(height > 0);
1012 assert(depth > 0);
1013
1014 switch (imgFilter) {
1015 case PIPE_TEX_FILTER_NEAREST:
1016 {
1017 int x[4], y[4], z[4];
1018 nearest_texcoord_4(sampler->wrap_s, s, width, x);
1019 nearest_texcoord_4(sampler->wrap_t, t, height, y);
1020 nearest_texcoord_4(sampler->wrap_r, p, depth, z);
1021 for (j = 0; j < QUAD_SIZE; j++) {
1022 get_texel(tgsi_sampler, face, level0, x[j], y[j], z[j], rgba, j);
1023 if (level0 != level1) {
1024 /* get texels from second mipmap level and blend */
1025 float rgba2[4][4];
1026 unsigned c;
1027 x[j] /= 2;
1028 y[j] /= 2;
1029 z[j] /= 2;
1030 get_texel(tgsi_sampler, face, level1, x[j], y[j], z[j], rgba2, j);
1031 for (c = 0; c < NUM_CHANNELS; c++) {
1032 rgba[c][j] = lerp(levelBlend, rgba2[c][j], rgba[c][j]);
1033 }
1034 }
1035 }
1036 }
1037 break;
1038 case PIPE_TEX_FILTER_LINEAR:
1039 case PIPE_TEX_FILTER_ANISO:
1040 {
1041 int x0[4], x1[4], y0[4], y1[4], z0[4], z1[4];
1042 float xw[4], yw[4], zw[4]; /* interpolation weights */
1043 linear_texcoord_4(sampler->wrap_s, s, width, x0, x1, xw);
1044 linear_texcoord_4(sampler->wrap_t, t, height, y0, y1, yw);
1045 linear_texcoord_4(sampler->wrap_r, p, depth, z0, z1, zw);
1046
1047 for (j = 0; j < QUAD_SIZE; j++) {
1048 int c;
1049 float tx0[4][4], tx1[4][4];
1050 get_texel(tgsi_sampler, face, level0, x0[j], y0[j], z0[j], tx0, 0);
1051 get_texel(tgsi_sampler, face, level0, x1[j], y0[j], z0[j], tx0, 1);
1052 get_texel(tgsi_sampler, face, level0, x0[j], y1[j], z0[j], tx0, 2);
1053 get_texel(tgsi_sampler, face, level0, x1[j], y1[j], z0[j], tx0, 3);
1054 get_texel(tgsi_sampler, face, level0, x0[j], y0[j], z1[j], tx1, 0);
1055 get_texel(tgsi_sampler, face, level0, x1[j], y0[j], z1[j], tx1, 1);
1056 get_texel(tgsi_sampler, face, level0, x0[j], y1[j], z1[j], tx1, 2);
1057 get_texel(tgsi_sampler, face, level0, x1[j], y1[j], z1[j], tx1, 3);
1058
1059 /* interpolate R, G, B, A */
1060 for (c = 0; c < 4; c++) {
1061 rgba[c][j] = lerp_3d(xw[j], yw[j], zw[j],
1062 tx0[c][0], tx0[c][1],
1063 tx0[c][2], tx0[c][3],
1064 tx1[c][0], tx1[c][1],
1065 tx1[c][2], tx1[c][3]);
1066 }
1067
1068 if (level0 != level1) {
1069 /* get texels from second mipmap level and blend */
1070 float rgba2[4][4];
1071 x0[j] /= 2;
1072 y0[j] /= 2;
1073 z0[j] /= 2;
1074 x1[j] /= 2;
1075 y1[j] /= 2;
1076 z1[j] /= 2;
1077 get_texel(tgsi_sampler, face, level1, x0[j], y0[j], z0[j], tx0, 0);
1078 get_texel(tgsi_sampler, face, level1, x1[j], y0[j], z0[j], tx0, 1);
1079 get_texel(tgsi_sampler, face, level1, x0[j], y1[j], z0[j], tx0, 2);
1080 get_texel(tgsi_sampler, face, level1, x1[j], y1[j], z0[j], tx0, 3);
1081 get_texel(tgsi_sampler, face, level1, x0[j], y0[j], z1[j], tx1, 0);
1082 get_texel(tgsi_sampler, face, level1, x1[j], y0[j], z1[j], tx1, 1);
1083 get_texel(tgsi_sampler, face, level1, x0[j], y1[j], z1[j], tx1, 2);
1084 get_texel(tgsi_sampler, face, level1, x1[j], y1[j], z1[j], tx1, 3);
1085
1086 /* interpolate R, G, B, A */
1087 for (c = 0; c < 4; c++) {
1088 rgba2[c][j] = lerp_3d(xw[j], yw[j], zw[j],
1089 tx0[c][0], tx0[c][1],
1090 tx0[c][2], tx0[c][3],
1091 tx1[c][0], tx1[c][1],
1092 tx1[c][2], tx1[c][3]);
1093 }
1094
1095 /* blend mipmap levels */
1096 for (c = 0; c < NUM_CHANNELS; c++) {
1097 rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
1098 }
1099 }
1100 }
1101 }
1102 break;
1103 default:
1104 assert(0);
1105 }
1106 }
1107
1108
1109 static void
1110 sp_get_samples_cube(const struct tgsi_sampler *sampler,
1111 const float s[QUAD_SIZE],
1112 const float t[QUAD_SIZE],
1113 const float p[QUAD_SIZE],
1114 boolean computeLambda,
1115 float lodbias,
1116 float rgba[NUM_CHANNELS][QUAD_SIZE])
1117 {
1118 unsigned faces[QUAD_SIZE], j;
1119 float ssss[4], tttt[4];
1120 for (j = 0; j < QUAD_SIZE; j++) {
1121 faces[j] = choose_cube_face(s[j], t[j], p[j], ssss + j, tttt + j);
1122 }
1123 sp_get_samples_2d_common(sampler, ssss, tttt, NULL,
1124 computeLambda, lodbias, rgba, faces);
1125 }
1126
1127
1128 static void
1129 sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler,
1130 const float s[QUAD_SIZE],
1131 const float t[QUAD_SIZE],
1132 const float p[QUAD_SIZE],
1133 boolean computeLambda,
1134 float lodbias,
1135 float rgba[NUM_CHANNELS][QUAD_SIZE])
1136 {
1137 const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
1138 const struct pipe_texture *texture = samp->texture;
1139 const struct pipe_sampler_state *sampler = samp->sampler;
1140 const uint face = 0;
1141 unsigned level0, level1, j, imgFilter;
1142 int width, height;
1143 float levelBlend;
1144
1145 choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
1146 &level0, &level1, &levelBlend, &imgFilter);
1147
1148 /* texture RECTS cannot be mipmapped */
1149 assert(level0 == level1);
1150
1151 width = texture->width[level0];
1152 height = texture->height[level0];
1153
1154 assert(width > 0);
1155
1156 switch (imgFilter) {
1157 case PIPE_TEX_FILTER_NEAREST:
1158 {
1159 int x[4], y[4];
1160 nearest_texcoord_unnorm_4(sampler->wrap_s, s, width, x);
1161 nearest_texcoord_unnorm_4(sampler->wrap_t, t, height, y);
1162 for (j = 0; j < QUAD_SIZE; j++) {
1163 get_texel(tgsi_sampler, face, level0, x[j], y[j], 0, rgba, j);
1164 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
1165 shadow_compare(sampler, rgba, p, j);
1166 }
1167 }
1168 }
1169 break;
1170 case PIPE_TEX_FILTER_LINEAR:
1171 case PIPE_TEX_FILTER_ANISO:
1172 {
1173 int x0[4], y0[4], x1[4], y1[4];
1174 float xw[4], yw[4]; /* weights */
1175 linear_texcoord_unnorm_4(sampler->wrap_s, s, width, x0, x1, xw);
1176 linear_texcoord_unnorm_4(sampler->wrap_t, t, height, y0, y1, yw);
1177 for (j = 0; j < QUAD_SIZE; j++) {
1178 float tx[4][4]; /* texels */
1179 int c;
1180 get_texel(tgsi_sampler, face, level0, x0[j], y0[j], 0, tx, 0);
1181 get_texel(tgsi_sampler, face, level0, x1[j], y0[j], 0, tx, 1);
1182 get_texel(tgsi_sampler, face, level0, x0[j], y1[j], 0, tx, 2);
1183 get_texel(tgsi_sampler, face, level0, x1[j], y1[j], 0, tx, 3);
1184 if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
1185 shadow_compare4(sampler, tx, p);
1186 }
1187 for (c = 0; c < 4; c++) {
1188 rgba[c][j] = lerp_2d(xw[j], yw[j],
1189 tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
1190 }
1191 }
1192 }
1193 break;
1194 default:
1195 assert(0);
1196 }
1197 }
1198
1199
1200 /**
1201 * Common code for vertex/fragment program texture sampling.
1202 */
1203 static INLINE void
1204 sp_get_samples(struct tgsi_sampler *tgsi_sampler,
1205 const float s[QUAD_SIZE],
1206 const float t[QUAD_SIZE],
1207 const float p[QUAD_SIZE],
1208 boolean computeLambda,
1209 float lodbias,
1210 float rgba[NUM_CHANNELS][QUAD_SIZE])
1211 {
1212 const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
1213 const struct pipe_texture *texture = samp->texture;
1214 const struct pipe_sampler_state *sampler = samp->sampler;
1215
1216 if (!texture)
1217 return;
1218
1219 switch (texture->target) {
1220 case PIPE_TEXTURE_1D:
1221 assert(sampler->normalized_coords);
1222 sp_get_samples_1d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
1223 break;
1224 case PIPE_TEXTURE_2D:
1225 if (sampler->normalized_coords)
1226 sp_get_samples_2d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
1227 else
1228 sp_get_samples_rect(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
1229 break;
1230 case PIPE_TEXTURE_3D:
1231 assert(sampler->normalized_coords);
1232 sp_get_samples_3d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
1233 break;
1234 case PIPE_TEXTURE_CUBE:
1235 assert(sampler->normalized_coords);
1236 sp_get_samples_cube(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
1237 break;
1238 default:
1239 assert(0);
1240 }
1241
1242 #if 0 /* DEBUG */
1243 {
1244 int i;
1245 printf("Sampled at %f, %f, %f:\n", s[0], t[0], p[0]);
1246 for (i = 0; i < 4; i++) {
1247 printf("Frag %d: %f %f %f %f\n", i,
1248 rgba[0][i],
1249 rgba[1][i],
1250 rgba[2][i],
1251 rgba[3][i]);
1252 }
1253 }
1254 #endif
1255 }
1256
1257
1258 /**
1259 * Called via tgsi_sampler::get_samples() when running a fragment shader.
1260 * Get four filtered RGBA values from the sampler's texture.
1261 */
1262 void
1263 sp_get_samples_fragment(struct tgsi_sampler *tgsi_sampler,
1264 const float s[QUAD_SIZE],
1265 const float t[QUAD_SIZE],
1266 const float p[QUAD_SIZE],
1267 float lodbias,
1268 float rgba[NUM_CHANNELS][QUAD_SIZE])
1269 {
1270 sp_get_samples(tgsi_sampler, s, t, p, TRUE, lodbias, rgba);
1271 }
1272
1273
1274 /**
1275 * Called via tgsi_sampler::get_samples() when running a vertex shader.
1276 * Get four filtered RGBA values from the sampler's texture.
1277 */
1278 void
1279 sp_get_samples_vertex(struct tgsi_sampler *tgsi_sampler,
1280 const float s[QUAD_SIZE],
1281 const float t[QUAD_SIZE],
1282 const float p[QUAD_SIZE],
1283 float lodbias,
1284 float rgba[NUM_CHANNELS][QUAD_SIZE])
1285 {
1286 sp_get_samples(tgsi_sampler, s, t, p, FALSE, lodbias, rgba);
1287 }