*/
#include "sp_context.h"
-#include "sp_headers.h"
+#include "sp_quad.h"
#include "sp_surface.h"
#include "sp_texture.h"
#include "sp_tex_sample.h"
float rgba[NUM_CHANNELS][QUAD_SIZE], unsigned j)
{
const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
- struct softpipe_context *sp = samp->sp;
- const uint unit = samp->unit;
- const struct pipe_texture *texture = sp->texture[unit];
- const struct pipe_sampler_state *sampler = sp->sampler[unit];
+ const struct pipe_texture *texture = samp->texture;
+ const struct pipe_sampler_state *sampler = samp->sampler;
if (x < 0 || x >= (int) texture->width[level] ||
y < 0 || y >= (int) texture->height[level] ||
rgba[3][j] = sampler->border_color[3];
}
else {
- const int tx = x % TILE_SIZE;
- const int ty = y % TILE_SIZE;
- const struct softpipe_cached_tile *tile
- = sp_get_cached_tile_tex(sp, samp->cache,
- x, y, z, face, level);
+ const unsigned tx = x % TILE_SIZE;
+ const unsigned ty = y % TILE_SIZE;
+ const struct softpipe_cached_tile *tile;
+
+ tile = sp_get_cached_tile_tex(samp->cache,
+ tile_address(x, y, z, face, level));
+
rgba[0][j] = tile->data.color[ty][tx][0];
rgba[1][j] = tile->data.color[ty][tx][1];
rgba[2][j] = tile->data.color[ty][tx][2];
* Compare texcoord 'p' (aka R) against texture value 'rgba[0]'
* When we sampled the depth texture, the depth value was put into all
* RGBA channels. We look at the red channel here.
+ * \param rgba quad of (depth) texel values
+ * \param p texture 'P' components for four pixels in quad
+ * \param j which pixel in the quad to test [0..3]
*/
static INLINE void
-shadow_compare(uint compare_func,
+shadow_compare(const struct pipe_sampler_state *sampler,
float rgba[NUM_CHANNELS][QUAD_SIZE],
const float p[QUAD_SIZE],
uint j)
{
int k;
- switch (compare_func) {
+ switch (sampler->compare_func) {
case PIPE_FUNC_LESS:
k = p[j] < rgba[0][j];
break;
break;
}
+ /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */
rgba[0][j] = rgba[1][j] = rgba[2][j] = (float) k;
+ rgba[3][j] = 1.0F;
+}
+
+
+/**
+ * As above, but do four z/texture comparisons.
+ */
+static INLINE void
+shadow_compare4(const struct pipe_sampler_state *sampler,
+ float rgba[NUM_CHANNELS][QUAD_SIZE],
+ const float p[QUAD_SIZE])
+{
+ int j, k0, k1, k2, k3;
+ float val;
+
+ /* compare four texcoords vs. four texture samples */
+ switch (sampler->compare_func) {
+ case PIPE_FUNC_LESS:
+ k0 = p[0] < rgba[0][0];
+ k1 = p[1] < rgba[0][1];
+ k2 = p[2] < rgba[0][2];
+ k3 = p[3] < rgba[0][3];
+ break;
+ case PIPE_FUNC_LEQUAL:
+ k0 = p[0] <= rgba[0][0];
+ k1 = p[1] <= rgba[0][1];
+ k2 = p[2] <= rgba[0][2];
+ k3 = p[3] <= rgba[0][3];
+ break;
+ case PIPE_FUNC_GREATER:
+ k0 = p[0] > rgba[0][0];
+ k1 = p[1] > rgba[0][1];
+ k2 = p[2] > rgba[0][2];
+ k3 = p[3] > rgba[0][3];
+ break;
+ case PIPE_FUNC_GEQUAL:
+ k0 = p[0] >= rgba[0][0];
+ k1 = p[1] >= rgba[0][1];
+ k2 = p[2] >= rgba[0][2];
+ k3 = p[3] >= rgba[0][3];
+ break;
+ case PIPE_FUNC_EQUAL:
+ k0 = p[0] == rgba[0][0];
+ k1 = p[1] == rgba[0][1];
+ k2 = p[2] == rgba[0][2];
+ k3 = p[3] == rgba[0][3];
+ break;
+ case PIPE_FUNC_NOTEQUAL:
+ k0 = p[0] != rgba[0][0];
+ k1 = p[1] != rgba[0][1];
+ k2 = p[2] != rgba[0][2];
+ k3 = p[3] != rgba[0][3];
+ break;
+ case PIPE_FUNC_ALWAYS:
+ k0 = k1 = k2 = k3 = 1;
+ break;
+ case PIPE_FUNC_NEVER:
+ k0 = k1 = k2 = k3 = 0;
+ break;
+ default:
+ k0 = k1 = k2 = k3 = 0;
+ assert(0);
+ break;
+ }
+
+ /* convert four pass/fail values to an intensity in [0,1] */
+ val = 0.25F * (k0 + k1 + k2 + k3);
+
+ /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */
+ for (j = 0; j < 4; j++) {
+ rgba[0][j] = rgba[1][j] = rgba[2][j] = val;
+ rgba[3][j] = 1.0F;
+ }
}
const unsigned faces[4])
{
const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
- const struct softpipe_context *sp = samp->sp;
- const uint unit = samp->unit;
- const struct pipe_texture *texture = sp->texture[unit];
- const struct pipe_sampler_state *sampler = sp->sampler[unit];
- const uint compare_func = sampler->compare_func;
+ const struct pipe_texture *texture = samp->texture;
+ const struct pipe_sampler_state *sampler = samp->sampler;
unsigned level0, level1, j, imgFilter;
int width, height;
float levelBlend;
for (j = 0; j < QUAD_SIZE; j++) {
get_texel(tgsi_sampler, faces[j], level0, x[j], y[j], 0, rgba, j);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(compare_func, rgba, p, j);
+ shadow_compare(sampler, rgba, p, j);
}
if (level0 != level1) {
get_texel(tgsi_sampler, faces[j], level1, x[j], y[j], 0,
rgba2, j);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
- shadow_compare(compare_func, rgba2, p, j);
+ shadow_compare(sampler, rgba2, p, j);
}
for (c = 0; c < NUM_CHANNELS; c++) {
get_texel(tgsi_sampler, faces[j], level0, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, faces[j], level0, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(compare_func, tx, p, 0);
- shadow_compare(compare_func, tx, p, 1);
- shadow_compare(compare_func, tx, p, 2);
- shadow_compare(compare_func, tx, p, 3);
+ shadow_compare4(sampler, tx, p);
}
/* interpolate R, G, B, A */
get_texel(tgsi_sampler, faces[j], level1, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, faces[j], level1, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
- shadow_compare(compare_func, tx, p, 0);
- shadow_compare(compare_func, tx, p, 1);
- shadow_compare(compare_func, tx, p, 2);
- shadow_compare(compare_func, tx, p, 3);
+ shadow_compare4(sampler, tx, p);
}
/* interpolate R, G, B, A */
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
- const struct softpipe_context *sp = samp->sp;
- const uint unit = samp->unit;
- const struct pipe_texture *texture = sp->texture[unit];
- const struct pipe_sampler_state *sampler = sp->sampler[unit];
+ const struct pipe_texture *texture = samp->texture;
+ const struct pipe_sampler_state *sampler = samp->sampler;
/* get/map pipe_surfaces corresponding to 3D tex slices */
unsigned level0, level1, j, imgFilter;
int width, height, depth;
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
- const struct softpipe_context *sp = samp->sp;
- const uint unit = samp->unit;
- const struct pipe_texture *texture = sp->texture[unit];
- const struct pipe_sampler_state *sampler = sp->sampler[unit];
+ const struct pipe_texture *texture = samp->texture;
+ const struct pipe_sampler_state *sampler = samp->sampler;
const uint face = 0;
- const uint compare_func = sampler->compare_func;
unsigned level0, level1, j, imgFilter;
int width, height;
float levelBlend;
for (j = 0; j < QUAD_SIZE; j++) {
get_texel(tgsi_sampler, face, level0, x[j], y[j], 0, rgba, j);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(compare_func, rgba, p, j);
+ shadow_compare(sampler, rgba, p, j);
}
}
}
get_texel(tgsi_sampler, face, level0, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, face, level0, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(compare_func, tx, p, 0);
- shadow_compare(compare_func, tx, p, 1);
- shadow_compare(compare_func, tx, p, 2);
- shadow_compare(compare_func, tx, p, 3);
+ shadow_compare4(sampler, tx, p);
}
for (c = 0; c < 4; c++) {
rgba[c][j] = lerp_2d(xw[j], yw[j],
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
- const struct softpipe_context *sp = samp->sp;
- const uint unit = samp->unit;
- const struct pipe_texture *texture = sp->texture[unit];
- const struct pipe_sampler_state *sampler = sp->sampler[unit];
+ const struct pipe_texture *texture = samp->texture;
+ const struct pipe_sampler_state *sampler = samp->sampler;
if (!texture)
return;