1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
35 #include "sp_context.h"
36 #include "sp_headers.h"
37 #include "sp_surface.h"
38 #include "sp_tex_sample.h"
39 #include "sp_tile_cache.h"
40 #include "pipe/p_context.h"
41 #include "pipe/p_defines.h"
42 #include "pipe/p_util.h"
43 #include "tgsi/tgsi_exec.h"
47 * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes
48 * see 1-pixel bands of improperly weighted linear-filtered textures.
49 * The tests/texwrap.c demo is a good test.
50 * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
51 * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
53 #define FRAC(f) ((f) - ifloor(f))
57 * Linear interpolation macro
59 #define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) )
63 * Do 2D/biliner interpolation of float values.
64 * v00, v10, v01 and v11 are typically four texture samples in a square/box.
65 * a and b are the horizontal and vertical interpolants.
66 * It's important that this function is inlined when compiled with
67 * optimization! If we find that's not true on some systems, convert
71 lerp_2d(float a
, float b
,
72 float v00
, float v10
, float v01
, float v11
)
74 const float temp0
= LERP(a
, v00
, v10
);
75 const float temp1
= LERP(a
, v01
, v11
);
76 return LERP(b
, temp0
, temp1
);
81 * If A is a signed integer, A % B doesn't give the right value for A < 0
82 * (in terms of texture repeat). Just casting to unsigned fixes that.
84 #define REMAINDER(A, B) ((unsigned) (A) % (unsigned) (B))
88 * Apply texture coord wrapping mode and return integer texture index.
89 * \param wrapMode PIPE_TEX_WRAP_x
90 * \param s the texcoord
91 * \param size the texture image size
92 * \return integer texture index
95 nearest_texcoord(unsigned wrapMode
, float s
, unsigned size
)
99 case PIPE_TEX_WRAP_REPEAT
:
100 /* s limited to [0,1) */
101 /* i limited to [0,size-1] */
102 i
= ifloor(s
* size
);
103 i
= REMAINDER(i
, size
);
105 case PIPE_TEX_WRAP_CLAMP
:
106 /* s limited to [0,1] */
107 /* i limited to [0,size-1] */
113 i
= ifloor(s
* size
);
115 case PIPE_TEX_WRAP_CLAMP_TO_EDGE
:
117 /* s limited to [min,max] */
118 /* i limited to [0, size-1] */
119 const float min
= 1.0F
/ (2.0F
* size
);
120 const float max
= 1.0F
- min
;
126 i
= ifloor(s
* size
);
129 case PIPE_TEX_WRAP_CLAMP_TO_BORDER
:
131 /* s limited to [min,max] */
132 /* i limited to [-1, size] */
133 const float min
= -1.0F
/ (2.0F
* size
);
134 const float max
= 1.0F
- min
;
140 i
= ifloor(s
* size
);
143 case PIPE_TEX_WRAP_MIRROR_REPEAT
:
145 const float min
= 1.0F
/ (2.0F
* size
);
146 const float max
= 1.0F
- min
;
147 const int flr
= ifloor(s
);
150 u
= 1.0F
- (s
- (float) flr
);
158 i
= ifloor(u
* size
);
161 case PIPE_TEX_WRAP_MIRROR_CLAMP
:
163 /* s limited to [0,1] */
164 /* i limited to [0,size-1] */
165 const float u
= FABSF(s
);
171 i
= ifloor(u
* size
);
174 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
:
176 /* s limited to [min,max] */
177 /* i limited to [0, size-1] */
178 const float min
= 1.0F
/ (2.0F
* size
);
179 const float max
= 1.0F
- min
;
180 const float u
= FABSF(s
);
186 i
= ifloor(u
* size
);
189 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
:
191 /* s limited to [min,max] */
192 /* i limited to [0, size-1] */
193 const float min
= -1.0F
/ (2.0F
* size
);
194 const float max
= 1.0F
- min
;
195 const float u
= FABSF(s
);
201 i
= ifloor(u
* size
);
212 * Used to compute texel locations for linear sampling.
213 * \param wrapMode PIPE_TEX_WRAP_x
214 * \param s the texcoord
215 * \param size the texture image size
216 * \param i0 returns first texture index
217 * \param i1 returns second texture index (usually *i0 + 1)
218 * \param a returns blend factor/weight between texture indexes
221 linear_texcoord(unsigned wrapMode
, float s
, unsigned size
,
222 int *i0
, int *i1
, float *a
)
226 case PIPE_TEX_WRAP_REPEAT
:
228 *i0
= REMAINDER(ifloor(u
), size
);
229 *i1
= REMAINDER(*i0
+ 1, size
);
231 case PIPE_TEX_WRAP_CLAMP
:
242 case PIPE_TEX_WRAP_CLAMP_TO_EDGE
:
254 if (*i1
>= (int) size
)
257 case PIPE_TEX_WRAP_CLAMP_TO_BORDER
:
259 const float min
= -1.0F
/ (2.0F
* size
);
260 const float max
= 1.0F
- min
;
272 case PIPE_TEX_WRAP_MIRROR_REPEAT
:
274 const int flr
= ifloor(s
);
276 u
= 1.0F
- (s
- (float) flr
);
279 u
= (u
* size
) - 0.5F
;
284 if (*i1
>= (int) size
)
288 case PIPE_TEX_WRAP_MIRROR_CLAMP
:
298 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
:
309 if (*i1
>= (int) size
)
312 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
:
314 const float min
= -1.0F
/ (2.0F
* size
);
315 const float max
= 1.0F
- min
;
336 * For RECT textures / unnormalized texcoords
337 * Only a subset of wrap modes supported.
340 nearest_texcoord_unnorm(unsigned wrapMode
, float s
, unsigned size
)
344 case PIPE_TEX_WRAP_CLAMP
:
346 return CLAMP(i
, 0, (int) size
-1);
347 case PIPE_TEX_WRAP_CLAMP_TO_EDGE
:
349 case PIPE_TEX_WRAP_CLAMP_TO_BORDER
:
350 return ifloor( CLAMP(s
, 0.5F
, (float) size
- 0.5F
) );
359 * For RECT textures / unnormalized texcoords.
360 * Only a subset of wrap modes supported.
363 linear_texcoord_unnorm(unsigned wrapMode
, float s
, unsigned size
,
364 int *i0
, int *i1
, float *a
)
367 case PIPE_TEX_WRAP_CLAMP
:
368 /* Not exactly what the spec says, but it matches NVIDIA output */
369 s
= CLAMP(s
- 0.5F
, 0.0f
, (float) size
- 1.0f
);
373 case PIPE_TEX_WRAP_CLAMP_TO_EDGE
:
375 case PIPE_TEX_WRAP_CLAMP_TO_BORDER
:
376 s
= CLAMP(s
, 0.5F
, (float) size
- 0.5F
);
380 if (*i1
> (int) size
- 1)
391 choose_cube_face(float rx
, float ry
, float rz
, float *newS
, float *newT
)
395 direction target sc tc ma
396 ---------- ------------------------------- --- --- ---
397 +rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx
398 -rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx
399 +ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry
400 -ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry
401 +rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz
402 -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz
404 const float arx
= FABSF(rx
), ary
= FABSF(ry
), arz
= FABSF(rz
);
408 if (arx
> ary
&& arx
> arz
) {
410 face
= PIPE_TEX_FACE_POS_X
;
416 face
= PIPE_TEX_FACE_NEG_X
;
422 else if (ary
> arx
&& ary
> arz
) {
424 face
= PIPE_TEX_FACE_POS_Y
;
430 face
= PIPE_TEX_FACE_NEG_Y
;
438 face
= PIPE_TEX_FACE_POS_Z
;
444 face
= PIPE_TEX_FACE_NEG_Z
;
451 *newS
= ( sc
/ ma
+ 1.0F
) * 0.5F
;
452 *newT
= ( tc
/ ma
+ 1.0F
) * 0.5F
;
459 * Examine the quad's texture coordinates to compute the partial
460 * derivatives w.r.t X and Y, then compute lambda (level of detail).
462 * This is only done for fragment shaders, not vertex shaders.
465 compute_lambda(struct tgsi_sampler
*sampler
,
466 const float s
[QUAD_SIZE
],
467 const float t
[QUAD_SIZE
],
468 const float p
[QUAD_SIZE
],
473 assert(sampler
->state
->normalized_coords
);
477 float dsdx
= s
[QUAD_BOTTOM_RIGHT
] - s
[QUAD_BOTTOM_LEFT
];
478 float dsdy
= s
[QUAD_TOP_LEFT
] - s
[QUAD_BOTTOM_LEFT
];
481 rho
= MAX2(dsdx
, dsdy
) * sampler
->texture
->width
[0];
484 float dtdx
= t
[QUAD_BOTTOM_RIGHT
] - t
[QUAD_BOTTOM_LEFT
];
485 float dtdy
= t
[QUAD_TOP_LEFT
] - t
[QUAD_BOTTOM_LEFT
];
489 max
= MAX2(dtdx
, dtdy
) * sampler
->texture
->height
[0];
490 rho
= MAX2(rho
, max
);
493 float dpdx
= p
[QUAD_BOTTOM_RIGHT
] - p
[QUAD_BOTTOM_LEFT
];
494 float dpdy
= p
[QUAD_TOP_LEFT
] - p
[QUAD_BOTTOM_LEFT
];
498 max
= MAX2(dpdx
, dpdy
) * sampler
->texture
->depth
[0];
499 rho
= MAX2(rho
, max
);
503 lambda
+= lodbias
+ sampler
->state
->lod_bias
;
504 lambda
= CLAMP(lambda
, sampler
->state
->min_lod
, sampler
->state
->max_lod
);
511 * Do several things here:
512 * 1. Compute lambda from the texcoords, if needed
513 * 2. Determine if we're minifying or magnifying
514 * 3. If minifying, choose mipmap levels
515 * 4. Return image filter to use within mipmap images
518 choose_mipmap_levels(struct tgsi_sampler
*sampler
,
519 const float s
[QUAD_SIZE
],
520 const float t
[QUAD_SIZE
],
521 const float p
[QUAD_SIZE
],
523 unsigned *level0
, unsigned *level1
, float *levelBlend
,
526 if (sampler
->state
->min_mip_filter
== PIPE_TEX_MIPFILTER_NONE
) {
527 /* no mipmap selection needed */
528 *level0
= *level1
= CLAMP((int) sampler
->state
->min_lod
,
529 0, (int) sampler
->texture
->last_level
);
531 if (sampler
->state
->min_img_filter
!= sampler
->state
->mag_img_filter
) {
532 /* non-mipmapped texture, but still need to determine if doing
533 * minification or magnification.
535 float lambda
= compute_lambda(sampler
, s
, t
, p
, lodbias
);
537 *imgFilter
= sampler
->state
->mag_img_filter
;
540 *imgFilter
= sampler
->state
->min_img_filter
;
544 *imgFilter
= sampler
->state
->mag_img_filter
;
551 /* fragment shader */
552 lambda
= compute_lambda(sampler
, s
, t
, p
, lodbias
);
555 lambda
= lodbias
; /* not really a bias, but absolute LOD */
557 if (lambda
<= 0.0) { /* XXX threshold depends on the filter */
559 *imgFilter
= sampler
->state
->mag_img_filter
;
560 *level0
= *level1
= 0;
564 *imgFilter
= sampler
->state
->min_img_filter
;
566 /* choose mipmap level(s) and compute the blend factor between them */
567 if (sampler
->state
->min_mip_filter
== PIPE_TEX_MIPFILTER_NEAREST
) {
568 /* Nearest mipmap level */
569 const int lvl
= (int) (lambda
+ 0.5);
571 *level1
= CLAMP(lvl
, 0, (int) sampler
->texture
->last_level
);
574 /* Linear interpolation between mipmap levels */
575 const int lvl
= (int) lambda
;
576 *level0
= CLAMP(lvl
, 0, (int) sampler
->texture
->last_level
);
577 *level1
= CLAMP(lvl
+ 1, 0, (int) sampler
->texture
->last_level
);
578 *levelBlend
= FRAC(lambda
); /* blending weight between levels */
586 * Get a texel from a texture, using the texture tile cache.
588 * \param face the cube face in 0..5
589 * \param level the mipmap level
590 * \param x the x coord of texel within 2D image
591 * \param y the y coord of texel within 2D image
592 * \param z which slice of a 3D texture
593 * \param rgba the quad to put the texel/color into
594 * \param j which element of the rgba quad to write to
596 * XXX maybe move this into sp_tile_cache.c and merge with the
597 * sp_get_cached_tile_tex() function. Also, get 4 texels instead of 1...
600 get_texel(struct tgsi_sampler
*sampler
,
601 unsigned face
, unsigned level
, int x
, int y
, int z
,
602 float rgba
[NUM_CHANNELS
][QUAD_SIZE
], unsigned j
)
604 if (x
< 0 || x
>= (int) sampler
->texture
->width
[level
] ||
605 y
< 0 || y
>= (int) sampler
->texture
->height
[level
] ||
606 z
< 0 || z
>= (int) sampler
->texture
->depth
[level
]) {
607 rgba
[0][j
] = sampler
->state
->border_color
[0];
608 rgba
[1][j
] = sampler
->state
->border_color
[1];
609 rgba
[2][j
] = sampler
->state
->border_color
[2];
610 rgba
[3][j
] = sampler
->state
->border_color
[3];
613 const int tx
= x
% TILE_SIZE
;
614 const int ty
= y
% TILE_SIZE
;
615 const struct softpipe_cached_tile
*tile
616 = sp_get_cached_tile_tex(sampler
->pipe
, sampler
->cache
,
617 x
, y
, z
, face
, level
);
618 rgba
[0][j
] = tile
->data
.color
[ty
][tx
][0];
619 rgba
[1][j
] = tile
->data
.color
[ty
][tx
][1];
620 rgba
[2][j
] = tile
->data
.color
[ty
][tx
][2];
621 rgba
[3][j
] = tile
->data
.color
[ty
][tx
][3];
625 pf_sprint_name( fmt
, sampler
->texture
->format
);
626 printf("Get texel %f %f %f %f from %s\n",
627 rgba
[0][j
], rgba
[1][j
], rgba
[2][j
], rgba
[3][j
], fmt
);
634 * Compare texcoord 'p' (aka R) against texture value 'rgba[0]'
635 * When we sampled the depth texture, the depth value was put into all
636 * RGBA channels. We look at the red channel here.
639 shadow_compare(uint compare_func
,
640 float rgba
[NUM_CHANNELS
][QUAD_SIZE
],
641 const float p
[QUAD_SIZE
],
645 switch (compare_func
) {
647 k
= p
[j
] < rgba
[0][j
];
649 case PIPE_FUNC_LEQUAL
:
650 k
= p
[j
] <= rgba
[0][j
];
652 case PIPE_FUNC_GREATER
:
653 k
= p
[j
] > rgba
[0][j
];
655 case PIPE_FUNC_GEQUAL
:
656 k
= p
[j
] >= rgba
[0][j
];
658 case PIPE_FUNC_EQUAL
:
659 k
= p
[j
] == rgba
[0][j
];
661 case PIPE_FUNC_NOTEQUAL
:
662 k
= p
[j
] != rgba
[0][j
];
664 case PIPE_FUNC_ALWAYS
:
667 case PIPE_FUNC_NEVER
:
676 rgba
[0][j
] = rgba
[1][j
] = rgba
[2][j
] = (float) k
;
681 * Common code for sampling 1D/2D/cube textures.
682 * Could probably extend for 3D...
685 sp_get_samples_2d_common(struct tgsi_sampler
*sampler
,
686 const float s
[QUAD_SIZE
],
687 const float t
[QUAD_SIZE
],
688 const float p
[QUAD_SIZE
],
690 float rgba
[NUM_CHANNELS
][QUAD_SIZE
],
691 const unsigned faces
[4])
693 const uint compare_func
= sampler
->state
->compare_func
;
694 unsigned level0
, level1
, j
, imgFilter
;
698 choose_mipmap_levels(sampler
, s
, t
, p
, lodbias
,
699 &level0
, &level1
, &levelBlend
, &imgFilter
);
701 assert(sampler
->state
->normalized_coords
);
703 width
= sampler
->texture
->width
[level0
];
704 height
= sampler
->texture
->height
[level0
];
709 case PIPE_TEX_FILTER_NEAREST
:
710 for (j
= 0; j
< QUAD_SIZE
; j
++) {
711 int x
= nearest_texcoord(sampler
->state
->wrap_s
, s
[j
], width
);
712 int y
= nearest_texcoord(sampler
->state
->wrap_t
, t
[j
], height
);
713 get_texel(sampler
, faces
[j
], level0
, x
, y
, 0, rgba
, j
);
714 if (sampler
->state
->compare_mode
== PIPE_TEX_COMPARE_R_TO_TEXTURE
) {
715 shadow_compare(compare_func
, rgba
, p
, j
);
718 if (level0
!= level1
) {
719 /* get texels from second mipmap level and blend */
724 get_texel(sampler
, faces
[j
], level1
, x
, y
, 0, rgba2
, j
);
725 if (sampler
->state
->compare_mode
== PIPE_TEX_COMPARE_R_TO_TEXTURE
){
726 shadow_compare(compare_func
, rgba2
, p
, j
);
729 for (c
= 0; c
< NUM_CHANNELS
; c
++) {
730 rgba
[c
][j
] = LERP(levelBlend
, rgba
[c
][j
], rgba2
[c
][j
]);
735 case PIPE_TEX_FILTER_LINEAR
:
736 case PIPE_TEX_FILTER_ANISO
:
737 for (j
= 0; j
< QUAD_SIZE
; j
++) {
738 float tx
[4][4], a
, b
;
739 int x0
, y0
, x1
, y1
, c
;
740 linear_texcoord(sampler
->state
->wrap_s
, s
[j
], width
, &x0
, &x1
, &a
);
741 linear_texcoord(sampler
->state
->wrap_t
, t
[j
], height
, &y0
, &y1
, &b
);
742 get_texel(sampler
, faces
[j
], level0
, x0
, y0
, 0, tx
, 0);
743 get_texel(sampler
, faces
[j
], level0
, x1
, y0
, 0, tx
, 1);
744 get_texel(sampler
, faces
[j
], level0
, x0
, y1
, 0, tx
, 2);
745 get_texel(sampler
, faces
[j
], level0
, x1
, y1
, 0, tx
, 3);
746 if (sampler
->state
->compare_mode
== PIPE_TEX_COMPARE_R_TO_TEXTURE
) {
747 shadow_compare(compare_func
, tx
, p
, 0);
748 shadow_compare(compare_func
, tx
, p
, 1);
749 shadow_compare(compare_func
, tx
, p
, 2);
750 shadow_compare(compare_func
, tx
, p
, 3);
753 for (c
= 0; c
< 4; c
++) {
754 rgba
[c
][j
] = lerp_2d(a
, b
, tx
[c
][0], tx
[c
][1], tx
[c
][2], tx
[c
][3]);
757 if (level0
!= level1
) {
758 /* get texels from second mipmap level and blend */
764 get_texel(sampler
, faces
[j
], level1
, x0
, y0
, 0, tx
, 0);
765 get_texel(sampler
, faces
[j
], level1
, x1
, y0
, 0, tx
, 1);
766 get_texel(sampler
, faces
[j
], level1
, x0
, y1
, 0, tx
, 2);
767 get_texel(sampler
, faces
[j
], level1
, x1
, y1
, 0, tx
, 3);
768 if (sampler
->state
->compare_mode
== PIPE_TEX_COMPARE_R_TO_TEXTURE
){
769 shadow_compare(compare_func
, tx
, p
, 0);
770 shadow_compare(compare_func
, tx
, p
, 1);
771 shadow_compare(compare_func
, tx
, p
, 2);
772 shadow_compare(compare_func
, tx
, p
, 3);
775 for (c
= 0; c
< 4; c
++) {
776 rgba2
[c
][j
] = lerp_2d(a
, b
,
777 tx
[c
][0], tx
[c
][1], tx
[c
][2], tx
[c
][3]);
780 for (c
= 0; c
< NUM_CHANNELS
; c
++) {
781 rgba
[c
][j
] = LERP(levelBlend
, rgba
[c
][j
], rgba2
[c
][j
]);
793 sp_get_samples_1d(struct tgsi_sampler
*sampler
,
794 const float s
[QUAD_SIZE
],
795 const float t
[QUAD_SIZE
],
796 const float p
[QUAD_SIZE
],
798 float rgba
[NUM_CHANNELS
][QUAD_SIZE
])
800 static const unsigned faces
[4] = {0, 0, 0, 0};
801 static const float tzero
[4] = {0, 0, 0, 0};
802 sp_get_samples_2d_common(sampler
, s
, tzero
, NULL
, lodbias
, rgba
, faces
);
807 sp_get_samples_2d(struct tgsi_sampler
*sampler
,
808 const float s
[QUAD_SIZE
],
809 const float t
[QUAD_SIZE
],
810 const float p
[QUAD_SIZE
],
812 float rgba
[NUM_CHANNELS
][QUAD_SIZE
])
814 static const unsigned faces
[4] = {0, 0, 0, 0};
815 sp_get_samples_2d_common(sampler
, s
, t
, p
, lodbias
, rgba
, faces
);
820 sp_get_samples_3d(struct tgsi_sampler
*sampler
,
821 const float s
[QUAD_SIZE
],
822 const float t
[QUAD_SIZE
],
823 const float p
[QUAD_SIZE
],
825 float rgba
[NUM_CHANNELS
][QUAD_SIZE
])
827 /* get/map pipe_surfaces corresponding to 3D tex slices */
828 unsigned level0
, level1
, j
, imgFilter
;
829 int width
, height
, depth
;
833 choose_mipmap_levels(sampler
, s
, t
, p
, lodbias
,
834 &level0
, &level1
, &levelBlend
, &imgFilter
);
836 assert(sampler
->state
->normalized_coords
);
838 width
= sampler
->texture
->width
[level0
];
839 height
= sampler
->texture
->height
[level0
];
840 depth
= sampler
->texture
->depth
[level0
];
847 case PIPE_TEX_FILTER_NEAREST
:
848 for (j
= 0; j
< QUAD_SIZE
; j
++) {
849 int x
= nearest_texcoord(sampler
->state
->wrap_s
, s
[j
], width
);
850 int y
= nearest_texcoord(sampler
->state
->wrap_t
, t
[j
], height
);
851 int z
= nearest_texcoord(sampler
->state
->wrap_r
, p
[j
], depth
);
852 get_texel(sampler
, face
, level0
, x
, y
, z
, rgba
, j
);
854 if (level0
!= level1
) {
855 /* get texels from second mipmap level and blend */
861 get_texel(sampler
, face
, level1
, x
, y
, z
, rgba2
, j
);
862 for (c
= 0; c
< NUM_CHANNELS
; c
++) {
863 rgba
[c
][j
] = LERP(levelBlend
, rgba2
[c
][j
], rgba
[c
][j
]);
868 case PIPE_TEX_FILTER_LINEAR
:
869 case PIPE_TEX_FILTER_ANISO
:
870 for (j
= 0; j
< QUAD_SIZE
; j
++) {
871 float texel0
[4][4], texel1
[4][4];
872 float xw
, yw
, zw
; /* interpolation weights */
873 int x0
, x1
, y0
, y1
, z0
, z1
, c
;
874 linear_texcoord(sampler
->state
->wrap_s
, s
[j
], width
, &x0
, &x1
, &xw
);
875 linear_texcoord(sampler
->state
->wrap_t
, t
[j
], height
, &y0
, &y1
, &yw
);
876 linear_texcoord(sampler
->state
->wrap_r
, p
[j
], depth
, &z0
, &z1
, &zw
);
877 get_texel(sampler
, face
, level0
, x0
, y0
, z0
, texel0
, 0);
878 get_texel(sampler
, face
, level0
, x1
, y0
, z0
, texel0
, 1);
879 get_texel(sampler
, face
, level0
, x0
, y1
, z0
, texel0
, 2);
880 get_texel(sampler
, face
, level0
, x1
, y1
, z0
, texel0
, 3);
881 get_texel(sampler
, face
, level0
, x0
, y0
, z1
, texel1
, 0);
882 get_texel(sampler
, face
, level0
, x1
, y0
, z1
, texel1
, 1);
883 get_texel(sampler
, face
, level0
, x0
, y1
, z1
, texel1
, 2);
884 get_texel(sampler
, face
, level0
, x1
, y1
, z1
, texel1
, 3);
887 for (c
= 0; c
< 4; c
++) {
888 float ctemp0
[4][4], ctemp1
[4][4];
889 ctemp0
[c
][j
] = lerp_2d(xw
, yw
,
890 texel0
[c
][0], texel0
[c
][1],
891 texel0
[c
][2], texel0
[c
][3]);
892 ctemp1
[c
][j
] = lerp_2d(xw
, yw
,
893 texel1
[c
][0], texel1
[c
][1],
894 texel1
[c
][2], texel1
[c
][3]);
895 rgba
[c
][j
] = LERP(zw
, ctemp0
[c
][j
], ctemp1
[c
][j
]);
898 if (level0
!= level1
) {
899 /* get texels from second mipmap level and blend */
907 get_texel(sampler
, face
, level1
, x0
, y0
, z0
, texel0
, 0);
908 get_texel(sampler
, face
, level1
, x1
, y0
, z0
, texel0
, 1);
909 get_texel(sampler
, face
, level1
, x0
, y1
, z0
, texel0
, 2);
910 get_texel(sampler
, face
, level1
, x1
, y1
, z0
, texel0
, 3);
911 get_texel(sampler
, face
, level1
, x0
, y0
, z1
, texel1
, 0);
912 get_texel(sampler
, face
, level1
, x1
, y0
, z1
, texel1
, 1);
913 get_texel(sampler
, face
, level1
, x0
, y1
, z1
, texel1
, 2);
914 get_texel(sampler
, face
, level1
, x1
, y1
, z1
, texel1
, 3);
917 for (c
= 0; c
< 4; c
++) {
918 float ctemp0
[4][4], ctemp1
[4][4];
919 ctemp0
[c
][j
] = lerp_2d(xw
, yw
,
920 texel0
[c
][0], texel0
[c
][1],
921 texel0
[c
][2], texel0
[c
][3]);
922 ctemp1
[c
][j
] = lerp_2d(xw
, yw
,
923 texel1
[c
][0], texel1
[c
][1],
924 texel1
[c
][2], texel1
[c
][3]);
925 rgba2
[c
][j
] = LERP(zw
, ctemp0
[c
][j
], ctemp1
[c
][j
]);
928 /* blend mipmap levels */
929 for (c
= 0; c
< NUM_CHANNELS
; c
++) {
930 rgba
[c
][j
] = LERP(levelBlend
, rgba
[c
][j
], rgba2
[c
][j
]);
942 sp_get_samples_cube(struct tgsi_sampler
*sampler
,
943 const float s
[QUAD_SIZE
],
944 const float t
[QUAD_SIZE
],
945 const float p
[QUAD_SIZE
],
947 float rgba
[NUM_CHANNELS
][QUAD_SIZE
])
949 unsigned faces
[QUAD_SIZE
], j
;
950 float ssss
[4], tttt
[4];
951 for (j
= 0; j
< QUAD_SIZE
; j
++) {
952 faces
[j
] = choose_cube_face(s
[j
], t
[j
], p
[j
], ssss
+ j
, tttt
+ j
);
954 sp_get_samples_2d_common(sampler
, ssss
, tttt
, NULL
, lodbias
, rgba
, faces
);
959 sp_get_samples_rect(struct tgsi_sampler
*sampler
,
960 const float s
[QUAD_SIZE
],
961 const float t
[QUAD_SIZE
],
962 const float p
[QUAD_SIZE
],
964 float rgba
[NUM_CHANNELS
][QUAD_SIZE
])
966 //sp_get_samples_2d_common(sampler, s, t, p, lodbias, rgba, faces);
967 static const uint face
= 0;
968 const uint compare_func
= sampler
->state
->compare_func
;
969 unsigned level0
, level1
, j
, imgFilter
;
973 choose_mipmap_levels(sampler
, s
, t
, p
, lodbias
,
974 &level0
, &level1
, &levelBlend
, &imgFilter
);
976 /* texture RECTS cannot be mipmapped */
977 assert(level0
== level1
);
979 width
= sampler
->texture
->width
[level0
];
980 height
= sampler
->texture
->height
[level0
];
985 case PIPE_TEX_FILTER_NEAREST
:
986 for (j
= 0; j
< QUAD_SIZE
; j
++) {
987 int x
= nearest_texcoord_unnorm(sampler
->state
->wrap_s
, s
[j
], width
);
988 int y
= nearest_texcoord_unnorm(sampler
->state
->wrap_t
, t
[j
], height
);
989 get_texel(sampler
, face
, level0
, x
, y
, 0, rgba
, j
);
990 if (sampler
->state
->compare_mode
== PIPE_TEX_COMPARE_R_TO_TEXTURE
) {
991 shadow_compare(compare_func
, rgba
, p
, j
);
995 case PIPE_TEX_FILTER_LINEAR
:
996 case PIPE_TEX_FILTER_ANISO
:
997 for (j
= 0; j
< QUAD_SIZE
; j
++) {
998 float tx
[4][4], a
, b
;
999 int x0
, y0
, x1
, y1
, c
;
1000 linear_texcoord_unnorm(sampler
->state
->wrap_s
, s
[j
], width
, &x0
, &x1
, &a
);
1001 linear_texcoord_unnorm(sampler
->state
->wrap_t
, t
[j
], height
, &y0
, &y1
, &b
);
1002 get_texel(sampler
, face
, level0
, x0
, y0
, 0, tx
, 0);
1003 get_texel(sampler
, face
, level0
, x1
, y0
, 0, tx
, 1);
1004 get_texel(sampler
, face
, level0
, x0
, y1
, 0, tx
, 2);
1005 get_texel(sampler
, face
, level0
, x1
, y1
, 0, tx
, 3);
1006 if (sampler
->state
->compare_mode
== PIPE_TEX_COMPARE_R_TO_TEXTURE
) {
1007 shadow_compare(compare_func
, tx
, p
, 0);
1008 shadow_compare(compare_func
, tx
, p
, 1);
1009 shadow_compare(compare_func
, tx
, p
, 2);
1010 shadow_compare(compare_func
, tx
, p
, 3);
1013 for (c
= 0; c
< 4; c
++) {
1014 rgba
[c
][j
] = lerp_2d(a
, b
, tx
[c
][0], tx
[c
][1], tx
[c
][2], tx
[c
][3]);
1027 * Called via tgsi_sampler::get_samples()
1028 * Use the sampler's state setting to get a filtered RGBA value
1029 * from the sampler's texture.
1031 * XXX we can implement many versions of this function, each
1032 * tightly coded for a specific combination of sampler state
1033 * (nearest + repeat), (bilinear mipmap + clamp), etc.
1035 * The update_samplers() function in st_atom_sampler.c could create
1036 * a new tgsi_sampler object for each state combo it finds....
1039 sp_get_samples(struct tgsi_sampler
*sampler
,
1040 const float s
[QUAD_SIZE
],
1041 const float t
[QUAD_SIZE
],
1042 const float p
[QUAD_SIZE
],
1044 float rgba
[NUM_CHANNELS
][QUAD_SIZE
])
1046 if (!sampler
->texture
)
1049 switch (sampler
->texture
->target
) {
1050 case PIPE_TEXTURE_1D
:
1051 assert(sampler
->state
->normalized_coords
);
1052 sp_get_samples_1d(sampler
, s
, t
, p
, lodbias
, rgba
);
1054 case PIPE_TEXTURE_2D
:
1055 if (sampler
->state
->normalized_coords
)
1056 sp_get_samples_2d(sampler
, s
, t
, p
, lodbias
, rgba
);
1058 sp_get_samples_rect(sampler
, s
, t
, p
, lodbias
, rgba
);
1060 case PIPE_TEXTURE_3D
:
1061 assert(sampler
->state
->normalized_coords
);
1062 sp_get_samples_3d(sampler
, s
, t
, p
, lodbias
, rgba
);
1064 case PIPE_TEXTURE_CUBE
:
1065 assert(sampler
->state
->normalized_coords
);
1066 sp_get_samples_cube(sampler
, s
, t
, p
, lodbias
, rgba
);
1075 printf("Sampled at %f, %f, %f:\n", s
[0], t
[0], p
[0]);
1076 for (i
= 0; i
< 4; i
++) {
1077 printf("Frag %d: %f %f %f %f\n", i
,