return lp_build_lerp(bld, weight1, val0, val1, 0);
}
+/*
+ * this is a bit excessive code for something OpenGL just recommends
+ * but does not require.
+ */
+#define ACCURATE_CUBE_CORNERS 1
+
/**
* Generate code to sample a mipmap level with linear filtering.
* If sampling a cube texture, r = cube face in [0,5].
const LLVMValueRef *offsets,
LLVMValueRef colors_out[4])
{
+ LLVMBuilderRef builder = bld->gallivm->builder;
+ struct lp_build_context *ivec_bld = &bld->int_coord_bld;
+ struct lp_build_context *coord_bld = &bld->coord_bld;
const unsigned dims = bld->dims;
LLVMValueRef width_vec;
LLVMValueRef height_vec;
LLVMValueRef flt_width_vec;
LLVMValueRef flt_height_vec;
LLVMValueRef flt_depth_vec;
- LLVMValueRef x0, y0 = NULL, z0 = NULL, x1, y1 = NULL, z1 = NULL;
+ LLVMValueRef fall_off[4], have_corners;
+ LLVMValueRef z1 = NULL;
+ LLVMValueRef z00 = NULL, z01 = NULL, z10 = NULL, z11 = NULL;
+ LLVMValueRef x00 = NULL, x01 = NULL, x10 = NULL, x11 = NULL;
+ LLVMValueRef y00 = NULL, y01 = NULL, y10 = NULL, y11 = NULL;
LLVMValueRef s_fpart, t_fpart = NULL, r_fpart = NULL;
+ LLVMValueRef xs[4], ys[4], zs[4];
LLVMValueRef neighbors[2][2][4];
- int chan;
+ int chan, texel_index;
+ boolean seamless_cube_filter, accurate_cube_corners;
+
+ seamless_cube_filter = bld->static_texture_state->target == PIPE_TEXTURE_CUBE &&
+ bld->static_sampler_state->seamless_cube_map;
+ accurate_cube_corners = ACCURATE_CUBE_CORNERS && seamless_cube_filter;
lp_build_extract_image_sizes(bld,
&bld->int_size_bld,
/*
* Compute integer texcoords.
*/
- lp_build_sample_wrap_linear(bld, coords[0], width_vec,
- flt_width_vec, offsets[0],
- bld->static_texture_state->pot_width,
- bld->static_sampler_state->wrap_s,
- &x0, &x1, &s_fpart);
- lp_build_name(x0, "tex.x0.wrapped");
- lp_build_name(x1, "tex.x1.wrapped");
- if (dims >= 2) {
- lp_build_sample_wrap_linear(bld, coords[1], height_vec,
- flt_height_vec, offsets[1],
- bld->static_texture_state->pot_height,
- bld->static_sampler_state->wrap_t,
- &y0, &y1, &t_fpart);
- lp_build_name(y0, "tex.y0.wrapped");
- lp_build_name(y1, "tex.y1.wrapped");
+ if (!seamless_cube_filter) {
+ lp_build_sample_wrap_linear(bld, coords[0], width_vec,
+ flt_width_vec, offsets[0],
+ bld->static_texture_state->pot_width,
+ bld->static_sampler_state->wrap_s,
+ &x00, &x01, &s_fpart);
+ lp_build_name(x00, "tex.x0.wrapped");
+ lp_build_name(x01, "tex.x1.wrapped");
+ x10 = x00;
+ x11 = x01;
- if (dims == 3) {
- lp_build_sample_wrap_linear(bld, coords[2], depth_vec,
- flt_depth_vec, offsets[2],
- bld->static_texture_state->pot_depth,
- bld->static_sampler_state->wrap_r,
- &z0, &z1, &r_fpart);
- lp_build_name(z0, "tex.z0.wrapped");
- lp_build_name(z1, "tex.z1.wrapped");
+ if (dims >= 2) {
+ lp_build_sample_wrap_linear(bld, coords[1], height_vec,
+ flt_height_vec, offsets[1],
+ bld->static_texture_state->pot_height,
+ bld->static_sampler_state->wrap_t,
+ &y00, &y10, &t_fpart);
+ lp_build_name(y00, "tex.y0.wrapped");
+ lp_build_name(y10, "tex.y1.wrapped");
+ y01 = y00;
+ y11 = y10;
+
+ if (dims == 3) {
+ lp_build_sample_wrap_linear(bld, coords[2], depth_vec,
+ flt_depth_vec, offsets[2],
+ bld->static_texture_state->pot_depth,
+ bld->static_sampler_state->wrap_r,
+ &z00, &z1, &r_fpart);
+ z01 = z10 = z11 = z00;
+ lp_build_name(z00, "tex.z0.wrapped");
+ lp_build_name(z1, "tex.z1.wrapped");
+ }
+ }
+ if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE ||
+ bld->static_texture_state->target == PIPE_TEXTURE_1D_ARRAY ||
+ bld->static_texture_state->target == PIPE_TEXTURE_2D_ARRAY) {
+ z00 = z01 = z10 = z11 = z1 = coords[2]; /* cube face or layer */
+ lp_build_name(z00, "tex.z0.layer");
+ lp_build_name(z1, "tex.z1.layer");
}
}
- if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE ||
- bld->static_texture_state->target == PIPE_TEXTURE_1D_ARRAY ||
- bld->static_texture_state->target == PIPE_TEXTURE_2D_ARRAY) {
- z0 = z1 = coords[2]; /* cube face or layer */
- lp_build_name(z0, "tex.z0.layer");
- lp_build_name(z1, "tex.z1.layer");
+ else {
+ struct lp_build_if_state edge_if;
+ LLVMTypeRef int1t;
+ LLVMValueRef new_faces[4], new_xcoords[4][2], new_ycoords[4][2];
+ LLVMValueRef coord, have_edge, have_corner;
+ LLVMValueRef fall_off_ym_notxm, fall_off_ym_notxp, fall_off_x, fall_off_y;
+ LLVMValueRef fall_off_yp_notxm, fall_off_yp_notxp;
+ LLVMValueRef x0, x1, y0, y1, y0_clamped, y1_clamped;
+ LLVMValueRef face = coords[2];
+ LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5f);
+ LLVMValueRef length_minus_one = lp_build_sub(ivec_bld, width_vec, ivec_bld->one);
+ /* XXX drop height calcs. Could (should) do this without seamless filtering too */
+ height_vec = width_vec;
+ flt_height_vec = flt_width_vec;
+
+ /* XXX the overflow logic is actually sort of duplicated with trilinear,
+ * since an overflow in one mip should also have a corresponding overflow
+ * in another.
+ */
+ /* should always have normalized coords, and offsets are undefined */
+ assert(bld->static_sampler_state->normalized_coords);
+ coord = lp_build_mul(coord_bld, coords[0], flt_width_vec);
+ /* instead of clamp, build mask if overflowed */
+ coord = lp_build_sub(coord_bld, coord, half);
+ /* convert to int, compute lerp weight */
+ /* not ideal with AVX (and no AVX2) */
+ lp_build_ifloor_fract(coord_bld, coord, &x0, &s_fpart);
+ x1 = lp_build_add(ivec_bld, x0, ivec_bld->one);
+ coord = lp_build_mul(coord_bld, coords[1], flt_height_vec);
+ coord = lp_build_sub(coord_bld, coord, half);
+ lp_build_ifloor_fract(coord_bld, coord, &y0, &t_fpart);
+ y1 = lp_build_add(ivec_bld, y0, ivec_bld->one);
+
+ fall_off[0] = lp_build_cmp(ivec_bld, PIPE_FUNC_LESS, x0, ivec_bld->zero);
+ fall_off[1] = lp_build_cmp(ivec_bld, PIPE_FUNC_GREATER, x1, length_minus_one);
+ fall_off[2] = lp_build_cmp(ivec_bld, PIPE_FUNC_LESS, y0, ivec_bld->zero);
+ fall_off[3] = lp_build_cmp(ivec_bld, PIPE_FUNC_GREATER, y1, length_minus_one);
+
+ fall_off_x = lp_build_or(ivec_bld, fall_off[0], fall_off[1]);
+ fall_off_y = lp_build_or(ivec_bld, fall_off[2], fall_off[3]);
+ have_edge = lp_build_or(ivec_bld, fall_off_x, fall_off_y);
+ have_edge = lp_build_any_true_range(ivec_bld, ivec_bld->type.length, have_edge);
+
+ /* needed for accurate corner filtering branch later, rely on 0 init */
+ int1t = LLVMInt1TypeInContext(bld->gallivm->context);
+ have_corners = lp_build_alloca(bld->gallivm, int1t, "have_corner");
+
+ for (texel_index = 0; texel_index < 4; texel_index++) {
+ xs[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "xs");
+ ys[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "ys");
+ zs[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "zs");
+ }
+
+ lp_build_if(&edge_if, bld->gallivm, have_edge);
+
+ have_corner = lp_build_and(ivec_bld, fall_off_x, fall_off_y);
+ have_corner = lp_build_any_true_range(ivec_bld, ivec_bld->type.length, have_corner);
+ LLVMBuildStore(builder, have_corner, have_corners);
+
+ /*
+ * Need to feed clamped values here for cheap corner handling,
+ * but only for y coord (as when falling off both edges we only
+ * fall off the x one) - this should be sufficient.
+ */
+ y0_clamped = lp_build_max(ivec_bld, y0, ivec_bld->zero);
+ y1_clamped = lp_build_min(ivec_bld, y1, length_minus_one);
+
+ /*
+ * Get all possible new coords.
+ */
+ lp_build_cube_new_coords(ivec_bld, face,
+ x0, x1, y0_clamped, y1_clamped,
+ length_minus_one,
+ new_faces, new_xcoords, new_ycoords);
+
+ /* handle fall off x-, x+ direction */
+ /* determine new coords, face (not both fall_off vars can be true at same time) */
+ x00 = lp_build_select(ivec_bld, fall_off[0], new_xcoords[0][0], x0);
+ y00 = lp_build_select(ivec_bld, fall_off[0], new_ycoords[0][0], y0_clamped);
+ x10 = lp_build_select(ivec_bld, fall_off[0], new_xcoords[0][1], x0);
+ y10 = lp_build_select(ivec_bld, fall_off[0], new_ycoords[0][1], y1_clamped);
+ x01 = lp_build_select(ivec_bld, fall_off[1], new_xcoords[1][0], x1);
+ y01 = lp_build_select(ivec_bld, fall_off[1], new_ycoords[1][0], y0_clamped);
+ x11 = lp_build_select(ivec_bld, fall_off[1], new_xcoords[1][1], x1);
+ y11 = lp_build_select(ivec_bld, fall_off[1], new_ycoords[1][1], y1_clamped);
+
+ z00 = z10 = lp_build_select(ivec_bld, fall_off[0], new_faces[0], face);
+ z01 = z11 = lp_build_select(ivec_bld, fall_off[1], new_faces[1], face);
+
+ /* handle fall off y-, y+ direction */
+ /*
+ * Cheap corner logic: just hack up things so a texel doesn't fall
+ * off both sides (which means filter weights will be wrong but we'll only
+ * use valid texels in the filter).
+ * This means however (y) coords must additionally be clamped (see above).
+ * This corner handling should be fully OpenGL (but not d3d10) compliant.
+ */
+ fall_off_ym_notxm = lp_build_andnot(ivec_bld, fall_off[2], fall_off[0]);
+ fall_off_ym_notxp = lp_build_andnot(ivec_bld, fall_off[2], fall_off[1]);
+ fall_off_yp_notxm = lp_build_andnot(ivec_bld, fall_off[3], fall_off[0]);
+ fall_off_yp_notxp = lp_build_andnot(ivec_bld, fall_off[3], fall_off[1]);
+
+ x00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_xcoords[2][0], x00);
+ y00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_ycoords[2][0], y00);
+ x01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_xcoords[2][1], x01);
+ y01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_ycoords[2][1], y01);
+ x10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_xcoords[3][0], x10);
+ y10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_ycoords[3][0], y10);
+ x11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_xcoords[3][1], x11);
+ y11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_ycoords[3][1], y11);
+
+ z00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_faces[2], z00);
+ z01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_faces[2], z01);
+ z10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_faces[3], z10);
+ z11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_faces[3], z11);
+
+ LLVMBuildStore(builder, x00, xs[0]);
+ LLVMBuildStore(builder, x01, xs[1]);
+ LLVMBuildStore(builder, x10, xs[2]);
+ LLVMBuildStore(builder, x11, xs[3]);
+ LLVMBuildStore(builder, y00, ys[0]);
+ LLVMBuildStore(builder, y01, ys[1]);
+ LLVMBuildStore(builder, y10, ys[2]);
+ LLVMBuildStore(builder, y11, ys[3]);
+ LLVMBuildStore(builder, z00, zs[0]);
+ LLVMBuildStore(builder, z01, zs[1]);
+ LLVMBuildStore(builder, z10, zs[2]);
+ LLVMBuildStore(builder, z11, zs[3]);
+
+ lp_build_else(&edge_if);
+
+ LLVMBuildStore(builder, x0, xs[0]);
+ LLVMBuildStore(builder, x1, xs[1]);
+ LLVMBuildStore(builder, x0, xs[2]);
+ LLVMBuildStore(builder, x1, xs[3]);
+ LLVMBuildStore(builder, y0, ys[0]);
+ LLVMBuildStore(builder, y0, ys[1]);
+ LLVMBuildStore(builder, y1, ys[2]);
+ LLVMBuildStore(builder, y1, ys[3]);
+ LLVMBuildStore(builder, face, zs[0]);
+ LLVMBuildStore(builder, face, zs[1]);
+ LLVMBuildStore(builder, face, zs[2]);
+ LLVMBuildStore(builder, face, zs[3]);
+
+ lp_build_endif(&edge_if);
+
+ x00 = LLVMBuildLoad(builder, xs[0], "");
+ x01 = LLVMBuildLoad(builder, xs[1], "");
+ x10 = LLVMBuildLoad(builder, xs[2], "");
+ x11 = LLVMBuildLoad(builder, xs[3], "");
+ y00 = LLVMBuildLoad(builder, ys[0], "");
+ y01 = LLVMBuildLoad(builder, ys[1], "");
+ y10 = LLVMBuildLoad(builder, ys[2], "");
+ y11 = LLVMBuildLoad(builder, ys[3], "");
+ z00 = LLVMBuildLoad(builder, zs[0], "");
+ z01 = LLVMBuildLoad(builder, zs[1], "");
+ z10 = LLVMBuildLoad(builder, zs[2], "");
+ z11 = LLVMBuildLoad(builder, zs[3], "");
}
if (linear_mask) {
/*
- * Whack filter weights into place. Whatever pixel had more weight is
+ * Whack filter weights into place. Whatever texel had more weight is
* the one which should have been selected by nearest filtering hence
* just use 100% weight for it.
*/
/* get x0/x1 texels */
lp_build_sample_texel_soa(bld,
width_vec, height_vec, depth_vec,
- x0, y0, z0,
+ x00, y00, z00,
row_stride_vec, img_stride_vec,
data_ptr, mipoffsets, neighbors[0][0]);
lp_build_sample_texel_soa(bld,
width_vec, height_vec, depth_vec,
- x1, y0, z0,
+ x01, y01, z01,
row_stride_vec, img_stride_vec,
data_ptr, mipoffsets, neighbors[0][1]);
}
else {
/* 2D/3D texture */
- LLVMValueRef colors0[4];
+ struct lp_build_if_state corner_if;
+ LLVMValueRef colors0[4], colorss[4];
/* get x0/x1 texels at y1 */
lp_build_sample_texel_soa(bld,
width_vec, height_vec, depth_vec,
- x0, y1, z0,
+ x10, y10, z10,
row_stride_vec, img_stride_vec,
data_ptr, mipoffsets, neighbors[1][0]);
lp_build_sample_texel_soa(bld,
width_vec, height_vec, depth_vec,
- x1, y1, z0,
+ x11, y11, z11,
row_stride_vec, img_stride_vec,
data_ptr, mipoffsets, neighbors[1][1]);
+ /*
+ * To avoid having to duplicate linear_mask / fetch code use
+ * another branch (with corner condition though edge would work
+ * as well) here.
+ */
+ if (accurate_cube_corners) {
+ LLVMValueRef w00, w01, w10, w11, wx0, wy0;
+ LLVMValueRef c_weight, c00, c01, c10, c11;
+ LLVMValueRef have_corner, one_third, tmp;
+
+ colorss[0] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
+ colorss[1] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
+ colorss[2] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
+ colorss[3] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
+
+ have_corner = LLVMBuildLoad(builder, have_corners, "");
+
+ lp_build_if(&corner_if, bld->gallivm, have_corner);
+
+ /*
+ * we can't use standard 2d lerp as we need per-element weight
+ * in case of corners, so just calculate bilinear result as
+ * w00*s00 + w01*s01 + w10*s10 + w11*s11.
+ * (This is actually less work than using 2d lerp, 7 vs. 9 instructions,
+ * however calculating the weights needs another 6, so actually probably
+ * not slower than 2d lerp only for 4 channels as weights only need
+ * to be calculated once - of course fixing the weights has additional cost.)
+ */
+ wx0 = lp_build_sub(coord_bld, coord_bld->one, s_fpart);
+ wy0 = lp_build_sub(coord_bld, coord_bld->one, t_fpart);
+ w00 = lp_build_mul(coord_bld, wx0, wy0);
+ w01 = lp_build_mul(coord_bld, s_fpart, wy0);
+ w10 = lp_build_mul(coord_bld, wx0, t_fpart);
+ w11 = lp_build_mul(coord_bld, s_fpart, t_fpart);
+
+ /* find corner weight */
+ c00 = lp_build_and(ivec_bld, fall_off[0], fall_off[2]);
+ c_weight = lp_build_select(coord_bld, c00, w00, coord_bld->zero);
+ c01 = lp_build_and(ivec_bld, fall_off[1], fall_off[2]);
+ c_weight = lp_build_select(coord_bld, c01, w01, c_weight);
+ c10 = lp_build_and(ivec_bld, fall_off[0], fall_off[3]);
+ c_weight = lp_build_select(coord_bld, c10, w10, c_weight);
+ c11 = lp_build_and(ivec_bld, fall_off[1], fall_off[3]);
+ c_weight = lp_build_select(coord_bld, c11, w11, c_weight);
+
+ /*
+ * add 1/3 of the corner weight to each of the 3 other samples
+ * and null out corner weight
+ */
+ one_third = lp_build_const_vec(bld->gallivm, coord_bld->type, 1.0f/3.0f);
+ c_weight = lp_build_mul(coord_bld, c_weight, one_third);
+ w00 = lp_build_add(coord_bld, w00, c_weight);
+ c00 = LLVMBuildBitCast(builder, c00, coord_bld->vec_type, "");
+ w00 = lp_build_andnot(coord_bld, w00, c00);
+ w01 = lp_build_add(coord_bld, w01, c_weight);
+ c01 = LLVMBuildBitCast(builder, c01, coord_bld->vec_type, "");
+ w01 = lp_build_andnot(coord_bld, w01, c01);
+ w10 = lp_build_add(coord_bld, w10, c_weight);
+ c10 = LLVMBuildBitCast(builder, c10, coord_bld->vec_type, "");
+ w10 = lp_build_andnot(coord_bld, w10, c10);
+ w11 = lp_build_add(coord_bld, w11, c_weight);
+ c11 = LLVMBuildBitCast(builder, c11, coord_bld->vec_type, "");
+ w11 = lp_build_andnot(coord_bld, w11, c11);
+
+ if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
+ for (chan = 0; chan < 4; chan++) {
+ colors0[chan] = lp_build_mul(coord_bld, w00, neighbors[0][0][chan]);
+ tmp = lp_build_mul(coord_bld, w01, neighbors[0][1][chan]);
+ colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
+ tmp = lp_build_mul(coord_bld, w10, neighbors[1][0][chan]);
+ colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
+ tmp = lp_build_mul(coord_bld, w11, neighbors[1][1][chan]);
+ colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
+ }
+ }
+ else {
+ LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11;
+ cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]);
+ cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]);
+ cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]);
+ cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]);
+ /* inputs to interpolation are just masks so just add masked weights together */
+ cmpval00 = LLVMBuildBitCast(builder, cmpval00, coord_bld->vec_type, "");
+ cmpval01 = LLVMBuildBitCast(builder, cmpval01, coord_bld->vec_type, "");
+ cmpval10 = LLVMBuildBitCast(builder, cmpval10, coord_bld->vec_type, "");
+ cmpval11 = LLVMBuildBitCast(builder, cmpval11, coord_bld->vec_type, "");
+ colors0[0] = lp_build_and(coord_bld, w00, cmpval00);
+ tmp = lp_build_and(coord_bld, w01, cmpval01);
+ colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
+ tmp = lp_build_and(coord_bld, w10, cmpval10);
+ colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
+ tmp = lp_build_and(coord_bld, w11, cmpval11);
+ colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
+ colors0[1] = colors0[2] = colors0[3] = colors0[0];
+ }
+
+ LLVMBuildStore(builder, colors0[0], colorss[0]);
+ LLVMBuildStore(builder, colors0[1], colorss[1]);
+ LLVMBuildStore(builder, colors0[2], colorss[2]);
+ LLVMBuildStore(builder, colors0[3], colorss[3]);
+
+ lp_build_else(&corner_if);
+ }
+
if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
/* Bilinear interpolate the four samples from the 2D image / 3D slice */
for (chan = 0; chan < 4; chan++) {
colors0[1] = colors0[2] = colors0[3] = colors0[0];
}
+ if (accurate_cube_corners) {
+ LLVMBuildStore(builder, colors0[0], colorss[0]);
+ LLVMBuildStore(builder, colors0[1], colorss[1]);
+ LLVMBuildStore(builder, colors0[2], colorss[2]);
+ LLVMBuildStore(builder, colors0[3], colorss[3]);
+
+ lp_build_endif(&corner_if);
+
+ colors0[0] = LLVMBuildLoad(builder, colorss[0], "");
+ colors0[1] = LLVMBuildLoad(builder, colorss[1], "");
+ colors0[2] = LLVMBuildLoad(builder, colorss[2], "");
+ colors0[3] = LLVMBuildLoad(builder, colorss[3], "");
+ }
+
if (dims == 3) {
LLVMValueRef neighbors1[2][2][4];
LLVMValueRef colors1[4];
/* get x0/x1/y0/y1 texels at z1 */
lp_build_sample_texel_soa(bld,
width_vec, height_vec, depth_vec,
- x0, y0, z1,
+ x00, y00, z1,
row_stride_vec, img_stride_vec,
data_ptr, mipoffsets, neighbors1[0][0]);
lp_build_sample_texel_soa(bld,
width_vec, height_vec, depth_vec,
- x1, y0, z1,
+ x01, y01, z1,
row_stride_vec, img_stride_vec,
data_ptr, mipoffsets, neighbors1[0][1]);
lp_build_sample_texel_soa(bld,
width_vec, height_vec, depth_vec,
- x0, y1, z1,
+ x10, y10, z1,
row_stride_vec, img_stride_vec,
data_ptr, mipoffsets, neighbors1[1][0]);
lp_build_sample_texel_soa(bld,
width_vec, height_vec, depth_vec,
- x1, y1, z1,
+ x11, y11, z1,
row_stride_vec, img_stride_vec,
data_ptr, mipoffsets, neighbors1[1][1]);
const unsigned target = bld->static_texture_state->target;
LLVMValueRef first_level, cube_rho = NULL;
LLVMValueRef lod_ipart = NULL;
+ struct lp_derivatives cube_derivs;
/*
printf("%s mip %d min %d mag %d\n", __FUNCTION__,
mip_filter != PIPE_TEX_MIPFILTER_NONE) &&
!bld->static_sampler_state->min_max_lod_equal &&
!explicit_lod);
- lp_build_cube_lookup(bld, coords, derivs, &cube_rho, need_derivs);
+ lp_build_cube_lookup(bld, coords, derivs, &cube_rho, &cube_derivs, need_derivs);
+ derivs = &cube_derivs;
}
else if (target == PIPE_TEXTURE_1D_ARRAY ||
target == PIPE_TEXTURE_2D_ARRAY) {
debug_printf("Sample from %s\n", util_format_name(fmt));
}
+ if (static_texture_state->format == PIPE_FORMAT_NONE) {
+ /*
+ * If there's nothing bound, format is NONE, and we must return
+ * all zero as mandated by d3d10 in this case.
+ */
+ unsigned chan;
+ LLVMValueRef zero = lp_build_const_vec(gallivm, type, 0.0F);
+ for (chan = 0; chan < 4; chan++) {
+ texel_out[chan] = zero;
+ }
+ return;
+ }
+
assert(type.floating);
/* Setup our build context */
debug_printf(" .min_mip_filter = %u\n", derived_sampler_state.min_mip_filter);
}
- min_img_filter = static_sampler_state->min_img_filter;
- mag_img_filter = static_sampler_state->mag_img_filter;
+ if (static_texture_state->target == PIPE_TEXTURE_CUBE ||
+ static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY)
+ {
+ /*
+ * Seamless filtering ignores wrap modes.
+ * Setting to CLAMP_TO_EDGE is correct for nearest filtering, for
+ * bilinear it's not correct but way better than using for instance repeat.
+ * Note we even set this for non-seamless. Technically GL allows any wrap
+ * mode, which made sense when supporting true borders (can get seamless
+ * effect with border and CLAMP_TO_BORDER), but gallium doesn't support
+ * borders and d3d9 requires wrap modes to be ignored and it's a pain to fix
+ * up the sampler state (as it makes it texture dependent).
+ */
+ derived_sampler_state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ derived_sampler_state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ }
+
+ min_img_filter = derived_sampler_state.min_img_filter;
+ mag_img_filter = derived_sampler_state.mag_img_filter;
/*
* avoided like min and max lod being equal.
*/
bld.num_mips = bld.num_lods = 1;
- if (lod_property == LP_SAMPLER_LOD_PER_ELEMENT &&
- (explicit_lod || lod_bias ||
- (derivs && static_texture_state->target != PIPE_TEXTURE_CUBE))) {
+
+ if ((gallivm_debug & GALLIVM_DEBUG_NO_QUAD_LOD) &&
+ (gallivm_debug & GALLIVM_DEBUG_NO_RHO_APPROX) &&
+ (static_texture_state->target == PIPE_TEXTURE_CUBE) &&
+ (!is_fetch && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
+ /*
+ * special case for using per-pixel lod even for implicit lod,
+ * which is generally never required (ok by APIs) except to please
+ * some (somewhat broken imho) tests (because per-pixel face selection
+ * can cause derivatives to be different for pixels outside the primitive
+ * due to the major axis division even if pre-project derivatives are
+ * looking normal).
+ */
+ bld.num_mips = type.length;
+ bld.num_lods = type.length;
+ }
+ else if (lod_property == LP_SAMPLER_LOD_PER_ELEMENT ||
+ (explicit_lod || lod_bias || derivs)) {
if ((is_fetch && target != PIPE_BUFFER) ||
(!is_fetch && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
bld.num_mips = type.length;
LLVMValueRef ilevel0 = NULL, ilevel1 = NULL;
boolean use_aos = util_format_fits_8unorm(bld.format_desc) &&
/* not sure this is strictly needed or simply impossible */
- static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE &&
- lp_is_simple_wrap_mode(static_sampler_state->wrap_s);
+ derived_sampler_state.compare_mode == PIPE_TEX_COMPARE_NONE &&
+ lp_is_simple_wrap_mode(derived_sampler_state.wrap_s);
use_aos &= bld.num_lods <= num_quads ||
- static_sampler_state->min_img_filter ==
- static_sampler_state->mag_img_filter;
+ derived_sampler_state.min_img_filter ==
+ derived_sampler_state.mag_img_filter;
if (dims > 1) {
- use_aos &= lp_is_simple_wrap_mode(static_sampler_state->wrap_t);
+ use_aos &= lp_is_simple_wrap_mode(derived_sampler_state.wrap_t);
if (dims > 2) {
- use_aos &= lp_is_simple_wrap_mode(static_sampler_state->wrap_r);
+ use_aos &= lp_is_simple_wrap_mode(derived_sampler_state.wrap_r);
}
}
+ if (static_texture_state->target == PIPE_TEXTURE_CUBE &&
+ derived_sampler_state.seamless_cube_map &&
+ (derived_sampler_state.min_img_filter == PIPE_TEX_FILTER_LINEAR ||
+ derived_sampler_state.mag_img_filter == PIPE_TEX_FILTER_LINEAR)) {
+ /* theoretically possible with AoS filtering but not implemented (complex!) */
+ use_aos = 0;
+ }
if ((gallivm_debug & GALLIVM_DEBUG_PERF) &&
!use_aos && util_format_fits_8unorm(bld.format_desc)) {
debug_printf("%s: using floating point linear filtering for %s\n",
__FUNCTION__, bld.format_desc->short_name);
- debug_printf(" min_img %d mag_img %d mip %d wraps %d wrapt %d wrapr %d\n",
- static_sampler_state->min_img_filter,
- static_sampler_state->mag_img_filter,
- static_sampler_state->min_mip_filter,
- static_sampler_state->wrap_s,
- static_sampler_state->wrap_t,
- static_sampler_state->wrap_r);
+ debug_printf(" min_img %d mag_img %d mip %d target %d seamless %d"
+ " wraps %d wrapt %d wrapr %d\n",
+ derived_sampler_state.min_img_filter,
+ derived_sampler_state.mag_img_filter,
+ derived_sampler_state.min_mip_filter,
+ static_texture_state->target,
+ derived_sampler_state.seamless_cube_map,
+ derived_sampler_state.wrap_s,
+ derived_sampler_state.wrap_t,
+ derived_sampler_state.wrap_r);
}
lp_build_sample_common(&bld, texture_index, sampler_index,
bld4.texel_type.length = 4;
bld4.num_mips = bld4.num_lods = 1;
+ if ((gallivm_debug & GALLIVM_DEBUG_NO_QUAD_LOD) &&
+ (gallivm_debug & GALLIVM_DEBUG_NO_RHO_APPROX) &&
+ (static_texture_state->target == PIPE_TEXTURE_CUBE) &&
+ (!is_fetch && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
+ bld4.num_mips = type4.length;
+ bld4.num_lods = type4.length;
+ }
if (lod_property == LP_SAMPLER_LOD_PER_ELEMENT &&
- (explicit_lod || lod_bias ||
- (derivs && static_texture_state->target != PIPE_TEXTURE_CUBE))) {
+ (explicit_lod || lod_bias || derivs)) {
if ((is_fetch && target != PIPE_BUFFER) ||
(!is_fetch && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
bld4.num_mips = type4.length;
unsigned num_lods = 1;
struct lp_build_context bld_int_vec4;
+ if (static_state->format == PIPE_FORMAT_NONE) {
+ /*
+ * If there's nothing bound, format is NONE, and we must return
+ * all zero as mandated by d3d10 in this case.
+ */
+ unsigned chan;
+ LLVMValueRef zero = lp_build_const_vec(gallivm, int_type, 0.0F);
+ for (chan = 0; chan < 4; chan++) {
+ sizes_out[chan] = zero;
+ }
+ return;
+ }
+
/*
* Do some sanity verification about bound texture and shader dcl target.
* Not entirely sure what's possible but assume array/non-array
lp_build_const_int32(gallivm, 2), "");
}
- size = lp_build_minify(&bld_int_vec4, size, lod);
+ size = lp_build_minify(&bld_int_vec4, size, lod, TRUE);
if (has_array)
size = LLVMBuildInsertElement(gallivm->builder, size,