*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
+ * Copyright 2008 VMware, Inc. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
*/
#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"
#include "sp_tile_cache.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
-#include "tgsi/tgsi_exec.h"
#include "util/u_math.h"
#include "util/u_memory.h"
+
/*
* Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes
* see 1-pixel bands of improperly weighted linear-filtered textures.
/**
* Linear interpolation macro
*/
-#define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) )
+static INLINE float
+lerp(float a, float v0, float v1)
+{
+ return v0 + a * (v1 - v0);
+}
/**
lerp_2d(float a, float b,
float v00, float v10, float v01, float v11)
{
- const float temp0 = LERP(a, v00, v10);
- const float temp1 = LERP(a, v01, v11);
- return LERP(b, temp0, temp1);
+ const float temp0 = lerp(a, v00, v10);
+ const float temp1 = lerp(a, v01, v11);
+ return lerp(b, temp0, temp1);
}
+/**
+ * As above, but 3D interpolation of 8 values.
+ */
+static INLINE float
+lerp_3d(float a, float b, float c,
+ float v000, float v100, float v010, float v110,
+ float v001, float v101, float v011, float v111)
+{
+ const float temp0 = lerp_2d(a, b, v000, v100, v010, v110);
+ const float temp1 = lerp_2d(a, b, v001, v101, v011, v111);
+ return lerp(c, temp0, temp1);
+}
+
+
+
/**
* If A is a signed integer, A % B doesn't give the right value for A < 0
* (in terms of texture repeat). Just casting to unsigned fixes that.
/**
- * Apply texture coord wrapping mode and return integer texture index.
+ * Apply texture coord wrapping mode and return integer texture indexes
+ * for a vector of four texcoords (S or T or P).
* \param wrapMode PIPE_TEX_WRAP_x
- * \param s the texcoord
+ * \param s the incoming texcoords
* \param size the texture image size
+ * \param icoord returns the integer texcoords
* \return integer texture index
*/
-static INLINE int
-nearest_texcoord(unsigned wrapMode, float s, unsigned size)
+static INLINE void
+nearest_texcoord_4(unsigned wrapMode, const float s[4], unsigned size,
+ int icoord[4])
{
- int i;
+ uint ch;
switch (wrapMode) {
case PIPE_TEX_WRAP_REPEAT:
/* s limited to [0,1) */
/* i limited to [0,size-1] */
- i = util_ifloor(s * size);
- i = REMAINDER(i, size);
- return i;
+ for (ch = 0; ch < 4; ch++) {
+ int i = util_ifloor(s[ch] * size);
+ icoord[ch] = REMAINDER(i, size);
+ }
+ return;
case PIPE_TEX_WRAP_CLAMP:
/* s limited to [0,1] */
/* i limited to [0,size-1] */
- if (s <= 0.0F)
- i = 0;
- else if (s >= 1.0F)
- i = size - 1;
- else
- i = util_ifloor(s * size);
- return i;
+ for (ch = 0; ch < 4; ch++) {
+ if (s[ch] <= 0.0F)
+ icoord[ch] = 0;
+ else if (s[ch] >= 1.0F)
+ icoord[ch] = size - 1;
+ else
+ icoord[ch] = util_ifloor(s[ch] * size);
+ }
+ return;
case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
{
/* s limited to [min,max] */
/* i limited to [0, size-1] */
const float min = 1.0F / (2.0F * size);
const float max = 1.0F - min;
- if (s < min)
- i = 0;
- else if (s > max)
- i = size - 1;
- else
- i = util_ifloor(s * size);
+ for (ch = 0; ch < 4; ch++) {
+ if (s[ch] < min)
+ icoord[ch] = 0;
+ else if (s[ch] > max)
+ icoord[ch] = size - 1;
+ else
+ icoord[ch] = util_ifloor(s[ch] * size);
+ }
}
- return i;
+ return;
case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
{
/* s limited to [min,max] */
/* i limited to [-1, size] */
const float min = -1.0F / (2.0F * size);
const float max = 1.0F - min;
- if (s <= min)
- i = -1;
- else if (s >= max)
- i = size;
- else
- i = util_ifloor(s * size);
+ for (ch = 0; ch < 4; ch++) {
+ if (s[ch] <= min)
+ icoord[ch] = -1;
+ else if (s[ch] >= max)
+ icoord[ch] = size;
+ else
+ icoord[ch] = util_ifloor(s[ch] * size);
+ }
}
- return i;
+ return;
case PIPE_TEX_WRAP_MIRROR_REPEAT:
{
const float min = 1.0F / (2.0F * size);
const float max = 1.0F - min;
- const int flr = util_ifloor(s);
- float u;
- if (flr & 1)
- u = 1.0F - (s - (float) flr);
- else
- u = s - (float) flr;
- if (u < min)
- i = 0;
- else if (u > max)
- i = size - 1;
- else
- i = util_ifloor(u * size);
+ for (ch = 0; ch < 4; ch++) {
+ const int flr = util_ifloor(s[ch]);
+ float u;
+ if (flr & 1)
+ u = 1.0F - (s[ch] - (float) flr);
+ else
+ u = s[ch] - (float) flr;
+ if (u < min)
+ icoord[ch] = 0;
+ else if (u > max)
+ icoord[ch] = size - 1;
+ else
+ icoord[ch] = util_ifloor(u * size);
+ }
}
- return i;
+ return;
case PIPE_TEX_WRAP_MIRROR_CLAMP:
- {
+ for (ch = 0; ch < 4; ch++) {
/* s limited to [0,1] */
/* i limited to [0,size-1] */
- const float u = fabsf(s);
+ const float u = fabsf(s[ch]);
if (u <= 0.0F)
- i = 0;
+ icoord[ch] = 0;
else if (u >= 1.0F)
- i = size - 1;
+ icoord[ch] = size - 1;
else
- i = util_ifloor(u * size);
+ icoord[ch] = util_ifloor(u * size);
}
- return i;
+ return;
case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
{
/* s limited to [min,max] */
/* i limited to [0, size-1] */
const float min = 1.0F / (2.0F * size);
const float max = 1.0F - min;
- const float u = fabsf(s);
- if (u < min)
- i = 0;
- else if (u > max)
- i = size - 1;
- else
- i = util_ifloor(u * size);
+ for (ch = 0; ch < 4; ch++) {
+ const float u = fabsf(s[ch]);
+ if (u < min)
+ icoord[ch] = 0;
+ else if (u > max)
+ icoord[ch] = size - 1;
+ else
+ icoord[ch] = util_ifloor(u * size);
+ }
}
- return i;
+ return;
case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
{
/* s limited to [min,max] */
/* i limited to [0, size-1] */
const float min = -1.0F / (2.0F * size);
const float max = 1.0F - min;
- const float u = fabsf(s);
- if (u < min)
- i = -1;
- else if (u > max)
- i = size;
- else
- i = util_ifloor(u * size);
+ for (ch = 0; ch < 4; ch++) {
+ const float u = fabsf(s[ch]);
+ if (u < min)
+ icoord[ch] = -1;
+ else if (u > max)
+ icoord[ch] = size;
+ else
+ icoord[ch] = util_ifloor(u * size);
+ }
}
- return i;
+ return;
default:
assert(0);
- return 0;
}
}
/**
- * Used to compute texel locations for linear sampling.
+ * Used to compute texel locations for linear sampling for four texcoords.
* \param wrapMode PIPE_TEX_WRAP_x
- * \param s the texcoord
+ * \param s the texcoords
* \param size the texture image size
- * \param i0 returns first texture index
- * \param i1 returns second texture index (usually *i0 + 1)
- * \param a returns blend factor/weight between texture indexes
+ * \param icoord0 returns first texture indexes
+ * \param icoord1 returns second texture indexes (usually icoord0 + 1)
+ * \param w returns blend factor/weight between texture indexes
+ * \param icoord returns the computed integer texture coords
*/
static INLINE void
-linear_texcoord(unsigned wrapMode, float s, unsigned size,
- int *i0, int *i1, float *a)
+linear_texcoord_4(unsigned wrapMode, const float s[4], unsigned size,
+ int icoord0[4], int icoord1[4], float w[4])
{
- float u;
+ uint ch;
+
switch (wrapMode) {
case PIPE_TEX_WRAP_REPEAT:
- u = s * size - 0.5F;
- *i0 = REMAINDER(util_ifloor(u), size);
- *i1 = REMAINDER(*i0 + 1, size);
- break;
+ for (ch = 0; ch < 4; ch++) {
+ float u = s[ch] * size - 0.5F;
+ icoord0[ch] = REMAINDER(util_ifloor(u), size);
+ icoord1[ch] = REMAINDER(icoord0[ch] + 1, size);
+ w[ch] = FRAC(u);
+ }
+ break;;
case PIPE_TEX_WRAP_CLAMP:
- if (s <= 0.0F)
- u = 0.0F;
- else if (s >= 1.0F)
- u = (float) size;
- else
- u = s * size;
- u -= 0.5F;
- *i0 = util_ifloor(u);
- *i1 = *i0 + 1;
- break;
+ for (ch = 0; ch < 4; ch++) {
+ float u = CLAMP(s[ch], 0.0F, 1.0F);
+ u = u * size - 0.5f;
+ icoord0[ch] = util_ifloor(u);
+ icoord1[ch] = icoord0[ch] + 1;
+ w[ch] = FRAC(u);
+ }
+ break;;
case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
- if (s <= 0.0F)
- u = 0.0F;
- else if (s >= 1.0F)
- u = (float) size;
- else
- u = s * size;
- u -= 0.5F;
- *i0 = util_ifloor(u);
- *i1 = *i0 + 1;
- if (*i0 < 0)
- *i0 = 0;
- if (*i1 >= (int) size)
- *i1 = size - 1;
- break;
+ for (ch = 0; ch < 4; ch++) {
+ float u = CLAMP(s[ch], 0.0F, 1.0F);
+ u = u * size - 0.5f;
+ icoord0[ch] = util_ifloor(u);
+ icoord1[ch] = icoord0[ch] + 1;
+ if (icoord0[ch] < 0)
+ icoord0[ch] = 0;
+ if (icoord1[ch] >= (int) size)
+ icoord1[ch] = size - 1;
+ w[ch] = FRAC(u);
+ }
+ break;;
case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
{
const float min = -1.0F / (2.0F * size);
const float max = 1.0F - min;
- if (s <= min)
- u = min * size;
- else if (s >= max)
- u = max * size;
- else
- u = s * size;
- u -= 0.5F;
- *i0 = util_ifloor(u);
- *i1 = *i0 + 1;
+ for (ch = 0; ch < 4; ch++) {
+ float u = CLAMP(s[ch], min, max);
+ u = u * size - 0.5f;
+ icoord0[ch] = util_ifloor(u);
+ icoord1[ch] = icoord0[ch] + 1;
+ w[ch] = FRAC(u);
+ }
}
- break;
+ break;;
case PIPE_TEX_WRAP_MIRROR_REPEAT:
- {
- const int flr = util_ifloor(s);
+ for (ch = 0; ch < 4; ch++) {
+ const int flr = util_ifloor(s[ch]);
+ float u;
if (flr & 1)
- u = 1.0F - (s - (float) flr);
+ u = 1.0F - (s[ch] - (float) flr);
else
- u = s - (float) flr;
- u = (u * size) - 0.5F;
- *i0 = util_ifloor(u);
- *i1 = *i0 + 1;
- if (*i0 < 0)
- *i0 = 0;
- if (*i1 >= (int) size)
- *i1 = size - 1;
+ u = s[ch] - (float) flr;
+ u = u * size - 0.5F;
+ icoord0[ch] = util_ifloor(u);
+ icoord1[ch] = icoord0[ch] + 1;
+ if (icoord0[ch] < 0)
+ icoord0[ch] = 0;
+ if (icoord1[ch] >= (int) size)
+ icoord1[ch] = size - 1;
+ w[ch] = FRAC(u);
}
- break;
+ break;;
case PIPE_TEX_WRAP_MIRROR_CLAMP:
- u = fabsf(s);
- if (u >= 1.0F)
- u = (float) size;
- else
- u *= size;
- u -= 0.5F;
- *i0 = util_ifloor(u);
- *i1 = *i0 + 1;
- break;
+ for (ch = 0; ch < 4; ch++) {
+ float u = fabsf(s[ch]);
+ if (u >= 1.0F)
+ u = (float) size;
+ else
+ u *= size;
+ u -= 0.5F;
+ icoord0[ch] = util_ifloor(u);
+ icoord1[ch] = icoord0[ch] + 1;
+ w[ch] = FRAC(u);
+ }
+ break;;
case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
- u = fabsf(s);
- if (u >= 1.0F)
- u = (float) size;
- else
- u *= size;
- u -= 0.5F;
- *i0 = util_ifloor(u);
- *i1 = *i0 + 1;
- if (*i0 < 0)
- *i0 = 0;
- if (*i1 >= (int) size)
- *i1 = size - 1;
- break;
+ for (ch = 0; ch < 4; ch++) {
+ float u = fabsf(s[ch]);
+ if (u >= 1.0F)
+ u = (float) size;
+ else
+ u *= size;
+ u -= 0.5F;
+ icoord0[ch] = util_ifloor(u);
+ icoord1[ch] = icoord0[ch] + 1;
+ if (icoord0[ch] < 0)
+ icoord0[ch] = 0;
+ if (icoord1[ch] >= (int) size)
+ icoord1[ch] = size - 1;
+ w[ch] = FRAC(u);
+ }
+ break;;
case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
{
const float min = -1.0F / (2.0F * size);
const float max = 1.0F - min;
- u = fabsf(s);
- if (u <= min)
- u = min * size;
- else if (u >= max)
- u = max * size;
- else
- u *= size;
- u -= 0.5F;
- *i0 = util_ifloor(u);
- *i1 = *i0 + 1;
+ for (ch = 0; ch < 4; ch++) {
+ float u = fabsf(s[ch]);
+ if (u <= min)
+ u = min * size;
+ else if (u >= max)
+ u = max * size;
+ else
+ u *= size;
+ u -= 0.5F;
+ icoord0[ch] = util_ifloor(u);
+ icoord1[ch] = icoord0[ch] + 1;
+ w[ch] = FRAC(u);
+ }
}
- break;
+ break;;
default:
assert(0);
}
- *a = FRAC(u);
}
* For RECT textures / unnormalized texcoords
* Only a subset of wrap modes supported.
*/
-static INLINE int
-nearest_texcoord_unnorm(unsigned wrapMode, float s, unsigned size)
+static INLINE void
+nearest_texcoord_unnorm_4(unsigned wrapMode, const float s[4], unsigned size,
+ int icoord[4])
{
- int i;
+ uint ch;
switch (wrapMode) {
case PIPE_TEX_WRAP_CLAMP:
- i = util_ifloor(s);
- return CLAMP(i, 0, (int) size-1);
+ for (ch = 0; ch < 4; ch++) {
+ int i = util_ifloor(s[ch]);
+ icoord[ch]= CLAMP(i, 0, (int) size-1);
+ }
+ return;
case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
/* fall-through */
case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
- return util_ifloor( CLAMP(s, 0.5F, (float) size - 0.5F) );
+ for (ch = 0; ch < 4; ch++) {
+ icoord[ch]= util_ifloor( CLAMP(s[ch], 0.5F, (float) size - 0.5F) );
+ }
+ return;
default:
assert(0);
- return 0;
}
}
* Only a subset of wrap modes supported.
*/
static INLINE void
-linear_texcoord_unnorm(unsigned wrapMode, float s, unsigned size,
- int *i0, int *i1, float *a)
+linear_texcoord_unnorm_4(unsigned wrapMode, const float s[4], unsigned size,
+ int icoord0[4], int icoord1[4], float w[4])
{
+ uint ch;
switch (wrapMode) {
case PIPE_TEX_WRAP_CLAMP:
- /* Not exactly what the spec says, but it matches NVIDIA output */
- s = CLAMP(s - 0.5F, 0.0f, (float) size - 1.0f);
- *i0 = util_ifloor(s);
- *i1 = *i0 + 1;
- break;
+ for (ch = 0; ch < 4; ch++) {
+ /* Not exactly what the spec says, but it matches NVIDIA output */
+ float u = CLAMP(s[ch] - 0.5F, 0.0f, (float) size - 1.0f);
+ icoord0[ch] = util_ifloor(u);
+ icoord1[ch] = icoord0[ch] + 1;
+ w[ch] = FRAC(u);
+ }
+ return;
case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
/* fall-through */
case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
- s = CLAMP(s, 0.5F, (float) size - 0.5F);
- s -= 0.5F;
- *i0 = util_ifloor(s);
- *i1 = *i0 + 1;
- if (*i1 > (int) size - 1)
- *i1 = size - 1;
+ for (ch = 0; ch < 4; ch++) {
+ float u = CLAMP(s[ch], 0.5F, (float) size - 0.5F);
+ u -= 0.5F;
+ icoord0[ch] = util_ifloor(u);
+ icoord1[ch] = icoord0[ch] + 1;
+ if (icoord1[ch] > (int) size - 1)
+ icoord1[ch] = size - 1;
+ w[ch] = FRAC(u);
+ }
break;
default:
assert(0);
}
- *a = FRAC(s);
}
* 2. Determine if we're minifying or magnifying
* 3. If minifying, choose mipmap levels
* 4. Return image filter to use within mipmap images
+ * \param level0 Returns first mipmap level to sample from
+ * \param level1 Returns second mipmap level to sample from
+ * \param levelBlend Returns blend factor between levels, in [0,1]
+ * \param imgFilter Returns either the min or mag filter, depending on lambda
*/
static void
choose_mipmap_levels(const struct pipe_texture *texture,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
+ boolean computeLambda,
float lodbias,
unsigned *level0, unsigned *level1, float *levelBlend,
unsigned *imgFilter)
{
-
if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
/* no mipmap selection needed */
*level0 = *level1 = CLAMP((int) sampler->min_lod,
else {
float lambda;
- if (1)
+ if (computeLambda)
/* fragment shader */
lambda = compute_lambda(texture, sampler, s, t, p, lodbias);
else
/**
* Get a texel from a texture, using the texture tile cache.
- * Called by the TGSI interpreter.
*
* \param face the cube face in 0..5
* \param level the mipmap level
* sp_get_cached_tile_tex() function. Also, get 4 texels instead of 1...
*/
static void
-get_texel(struct tgsi_sampler *tgsi_sampler,
+get_texel(const struct tgsi_sampler *tgsi_sampler,
unsigned face, unsigned level, int x, int y, int z,
float rgba[NUM_CHANNELS][QUAD_SIZE], unsigned j)
{
const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
- const struct softpipe_context *sp = samp->sp;
+ 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 int tx = x % TILE_SIZE;
const int ty = y % TILE_SIZE;
const struct softpipe_cached_tile *tile
- = sp_get_cached_tile_tex(samp->sp, samp->cache,
+ = sp_get_cached_tile_tex(sp, samp->cache,
x, y, z, face, level);
rgba[0][j] = tile->data.color[ty][tx][0];
rgba[1][j] = tile->data.color[ty][tx][1];
* RGBA channels. We look at the red channel here.
*/
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;
}
* Could probably extend for 3D...
*/
static void
-sp_get_samples_2d_common(struct tgsi_sampler *tgsi_sampler,
+sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
+ boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE],
const unsigned faces[4])
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;
unsigned level0, level1, j, imgFilter;
int width, height;
float levelBlend;
- choose_mipmap_levels(texture, sampler, s, t, p, lodbias,
+ choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
&level0, &level1, &levelBlend, &imgFilter);
assert(sampler->normalized_coords);
switch (imgFilter) {
case PIPE_TEX_FILTER_NEAREST:
- for (j = 0; j < QUAD_SIZE; j++) {
- int x = nearest_texcoord(sampler->wrap_s, s[j], width);
- int y = nearest_texcoord(sampler->wrap_t, t[j], height);
- get_texel(tgsi_sampler, faces[j], level0, x, y, 0, rgba, j);
- if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(compare_func, rgba, p, j);
- }
-
- if (level0 != level1) {
- /* get texels from second mipmap level and blend */
- float rgba2[4][4];
- unsigned c;
- x = x / 2;
- y = y / 2;
- get_texel(tgsi_sampler, faces[j], level1, x, y, 0, rgba2, j);
- if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
- shadow_compare(compare_func, rgba2, p, j);
+ {
+ int x[4], y[4];
+ nearest_texcoord_4(sampler->wrap_s, s, width, x);
+ nearest_texcoord_4(sampler->wrap_t, t, height, y);
+
+ 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(sampler, rgba, p, j);
}
- for (c = 0; c < NUM_CHANNELS; c++) {
- rgba[c][j] = LERP(levelBlend, rgba[c][j], rgba2[c][j]);
+ if (level0 != level1) {
+ /* get texels from second mipmap level and blend */
+ float rgba2[4][4];
+ unsigned c;
+ x[j] /= 2;
+ y[j] /= 2;
+ 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(sampler, rgba2, p, j);
+ }
+
+ for (c = 0; c < NUM_CHANNELS; c++) {
+ rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
+ }
}
}
}
break;
case PIPE_TEX_FILTER_LINEAR:
case PIPE_TEX_FILTER_ANISO:
- for (j = 0; j < QUAD_SIZE; j++) {
- float tx[4][4], a, b;
- int x0, y0, x1, y1, c;
- linear_texcoord(sampler->wrap_s, s[j], width, &x0, &x1, &a);
- linear_texcoord(sampler->wrap_t, t[j], height, &y0, &y1, &b);
- get_texel(tgsi_sampler, faces[j], level0, x0, y0, 0, tx, 0);
- get_texel(tgsi_sampler, faces[j], level0, x1, y0, 0, tx, 1);
- get_texel(tgsi_sampler, faces[j], level0, x0, y1, 0, tx, 2);
- get_texel(tgsi_sampler, faces[j], level0, x1, y1, 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);
- }
-
- for (c = 0; c < 4; c++) {
- rgba[c][j] = lerp_2d(a, b, tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
- }
-
- if (level0 != level1) {
- /* get texels from second mipmap level and blend */
- float rgba2[4][4];
- x0 = x0 / 2;
- y0 = y0 / 2;
- x1 = x1 / 2;
- y1 = y1 / 2;
- get_texel(tgsi_sampler, faces[j], level1, x0, y0, 0, tx, 0);
- get_texel(tgsi_sampler, faces[j], level1, x1, y0, 0, tx, 1);
- get_texel(tgsi_sampler, faces[j], level1, x0, y1, 0, tx, 2);
- get_texel(tgsi_sampler, faces[j], level1, x1, y1, 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);
+ {
+ int x0[4], y0[4], x1[4], y1[4];
+ float xw[4], yw[4]; /* weights */
+
+ linear_texcoord_4(sampler->wrap_s, s, width, x0, x1, xw);
+ linear_texcoord_4(sampler->wrap_t, t, height, y0, y1, yw);
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ float tx[4][4]; /* texels */
+ int c;
+ get_texel(tgsi_sampler, faces[j], level0, x0[j], y0[j], 0, tx, 0);
+ get_texel(tgsi_sampler, faces[j], level0, x1[j], y0[j], 0, tx, 1);
+ 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(sampler, tx, p, 0);
+ shadow_compare(sampler, tx, p, 1);
+ shadow_compare(sampler, tx, p, 2);
+ shadow_compare(sampler, tx, p, 3);
}
+ /* interpolate R, G, B, A */
for (c = 0; c < 4; c++) {
- rgba2[c][j] = lerp_2d(a, b,
- tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
+ rgba[c][j] = lerp_2d(xw[j], yw[j],
+ tx[c][0], tx[c][1],
+ tx[c][2], tx[c][3]);
}
- for (c = 0; c < NUM_CHANNELS; c++) {
- rgba[c][j] = LERP(levelBlend, rgba[c][j], rgba2[c][j]);
+ if (level0 != level1) {
+ /* get texels from second mipmap level and blend */
+ float rgba2[4][4];
+ x0[j] /= 2;
+ y0[j] /= 2;
+ x1[j] /= 2;
+ y1[j] /= 2;
+ get_texel(tgsi_sampler, faces[j], level1, x0[j], y0[j], 0, tx, 0);
+ get_texel(tgsi_sampler, faces[j], level1, x1[j], y0[j], 0, tx, 1);
+ 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(sampler, tx, p, 0);
+ shadow_compare(sampler, tx, p, 1);
+ shadow_compare(sampler, tx, p, 2);
+ shadow_compare(sampler, tx, p, 3);
+ }
+
+ /* interpolate R, G, B, A */
+ for (c = 0; c < 4; c++) {
+ rgba2[c][j] = lerp_2d(xw[j], yw[j],
+ tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
+ }
+
+ for (c = 0; c < NUM_CHANNELS; c++) {
+ rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
+ }
}
}
}
}
-static void
-sp_get_samples_1d(struct tgsi_sampler *sampler,
+static INLINE void
+sp_get_samples_1d(const struct tgsi_sampler *sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
+ boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
static const unsigned faces[4] = {0, 0, 0, 0};
static const float tzero[4] = {0, 0, 0, 0};
- sp_get_samples_2d_common(sampler, s, tzero, NULL, lodbias, rgba, faces);
+ sp_get_samples_2d_common(sampler, s, tzero, NULL,
+ computeLambda, lodbias, rgba, faces);
}
-static void
-sp_get_samples_2d(struct tgsi_sampler *sampler,
+static INLINE void
+sp_get_samples_2d(const struct tgsi_sampler *sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
+ boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
static const unsigned faces[4] = {0, 0, 0, 0};
- sp_get_samples_2d_common(sampler, s, t, p, lodbias, rgba, faces);
+ sp_get_samples_2d_common(sampler, s, t, p,
+ computeLambda, lodbias, rgba, faces);
}
-static void
-sp_get_samples_3d(struct tgsi_sampler *tgsi_sampler,
+static INLINE void
+sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
+ boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
float levelBlend;
const uint face = 0;
- choose_mipmap_levels(texture, sampler, s, t, p, lodbias,
+ choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
&level0, &level1, &levelBlend, &imgFilter);
assert(sampler->normalized_coords);
switch (imgFilter) {
case PIPE_TEX_FILTER_NEAREST:
- for (j = 0; j < QUAD_SIZE; j++) {
- int x = nearest_texcoord(sampler->wrap_s, s[j], width);
- int y = nearest_texcoord(sampler->wrap_t, t[j], height);
- int z = nearest_texcoord(sampler->wrap_r, p[j], depth);
- get_texel(tgsi_sampler, face, level0, x, y, z, rgba, j);
-
- if (level0 != level1) {
- /* get texels from second mipmap level and blend */
- float rgba2[4][4];
- unsigned c;
- x /= 2;
- y /= 2;
- z /= 2;
- get_texel(tgsi_sampler, face, level1, x, y, z, rgba2, j);
- for (c = 0; c < NUM_CHANNELS; c++) {
- rgba[c][j] = LERP(levelBlend, rgba2[c][j], rgba[c][j]);
+ {
+ int x[4], y[4], z[4];
+ nearest_texcoord_4(sampler->wrap_s, s, width, x);
+ nearest_texcoord_4(sampler->wrap_t, t, height, y);
+ nearest_texcoord_4(sampler->wrap_r, p, depth, z);
+ for (j = 0; j < QUAD_SIZE; j++) {
+ get_texel(tgsi_sampler, face, level0, x[j], y[j], z[j], rgba, j);
+ if (level0 != level1) {
+ /* get texels from second mipmap level and blend */
+ float rgba2[4][4];
+ unsigned c;
+ x[j] /= 2;
+ y[j] /= 2;
+ z[j] /= 2;
+ get_texel(tgsi_sampler, face, level1, x[j], y[j], z[j], rgba2, j);
+ for (c = 0; c < NUM_CHANNELS; c++) {
+ rgba[c][j] = lerp(levelBlend, rgba2[c][j], rgba[c][j]);
+ }
}
}
}
break;
case PIPE_TEX_FILTER_LINEAR:
case PIPE_TEX_FILTER_ANISO:
- for (j = 0; j < QUAD_SIZE; j++) {
- float texel0[4][4], texel1[4][4];
- float xw, yw, zw; /* interpolation weights */
- int x0, x1, y0, y1, z0, z1, c;
- linear_texcoord(sampler->wrap_s, s[j], width, &x0, &x1, &xw);
- linear_texcoord(sampler->wrap_t, t[j], height, &y0, &y1, &yw);
- linear_texcoord(sampler->wrap_r, p[j], depth, &z0, &z1, &zw);
- get_texel(tgsi_sampler, face, level0, x0, y0, z0, texel0, 0);
- get_texel(tgsi_sampler, face, level0, x1, y0, z0, texel0, 1);
- get_texel(tgsi_sampler, face, level0, x0, y1, z0, texel0, 2);
- get_texel(tgsi_sampler, face, level0, x1, y1, z0, texel0, 3);
- get_texel(tgsi_sampler, face, level0, x0, y0, z1, texel1, 0);
- get_texel(tgsi_sampler, face, level0, x1, y0, z1, texel1, 1);
- get_texel(tgsi_sampler, face, level0, x0, y1, z1, texel1, 2);
- get_texel(tgsi_sampler, face, level0, x1, y1, z1, texel1, 3);
-
- /* 3D lerp */
- for (c = 0; c < 4; c++) {
- float ctemp0[4][4], ctemp1[4][4];
- ctemp0[c][j] = lerp_2d(xw, yw,
- texel0[c][0], texel0[c][1],
- texel0[c][2], texel0[c][3]);
- ctemp1[c][j] = lerp_2d(xw, yw,
- texel1[c][0], texel1[c][1],
- texel1[c][2], texel1[c][3]);
- rgba[c][j] = LERP(zw, ctemp0[c][j], ctemp1[c][j]);
- }
-
- if (level0 != level1) {
- /* get texels from second mipmap level and blend */
- float rgba2[4][4];
- x0 /= 2;
- y0 /= 2;
- z0 /= 2;
- x1 /= 2;
- y1 /= 2;
- z1 /= 2;
- get_texel(tgsi_sampler, face, level1, x0, y0, z0, texel0, 0);
- get_texel(tgsi_sampler, face, level1, x1, y0, z0, texel0, 1);
- get_texel(tgsi_sampler, face, level1, x0, y1, z0, texel0, 2);
- get_texel(tgsi_sampler, face, level1, x1, y1, z0, texel0, 3);
- get_texel(tgsi_sampler, face, level1, x0, y0, z1, texel1, 0);
- get_texel(tgsi_sampler, face, level1, x1, y0, z1, texel1, 1);
- get_texel(tgsi_sampler, face, level1, x0, y1, z1, texel1, 2);
- get_texel(tgsi_sampler, face, level1, x1, y1, z1, texel1, 3);
-
- /* 3D lerp */
+ {
+ int x0[4], x1[4], y0[4], y1[4], z0[4], z1[4];
+ float xw[4], yw[4], zw[4]; /* interpolation weights */
+ linear_texcoord_4(sampler->wrap_s, s, width, x0, x1, xw);
+ linear_texcoord_4(sampler->wrap_t, t, height, y0, y1, yw);
+ linear_texcoord_4(sampler->wrap_r, p, depth, z0, z1, zw);
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ int c;
+ float tx0[4][4], tx1[4][4];
+ get_texel(tgsi_sampler, face, level0, x0[j], y0[j], z0[j], tx0, 0);
+ get_texel(tgsi_sampler, face, level0, x1[j], y0[j], z0[j], tx0, 1);
+ get_texel(tgsi_sampler, face, level0, x0[j], y1[j], z0[j], tx0, 2);
+ get_texel(tgsi_sampler, face, level0, x1[j], y1[j], z0[j], tx0, 3);
+ get_texel(tgsi_sampler, face, level0, x0[j], y0[j], z1[j], tx1, 0);
+ get_texel(tgsi_sampler, face, level0, x1[j], y0[j], z1[j], tx1, 1);
+ get_texel(tgsi_sampler, face, level0, x0[j], y1[j], z1[j], tx1, 2);
+ get_texel(tgsi_sampler, face, level0, x1[j], y1[j], z1[j], tx1, 3);
+
+ /* interpolate R, G, B, A */
for (c = 0; c < 4; c++) {
- float ctemp0[4][4], ctemp1[4][4];
- ctemp0[c][j] = lerp_2d(xw, yw,
- texel0[c][0], texel0[c][1],
- texel0[c][2], texel0[c][3]);
- ctemp1[c][j] = lerp_2d(xw, yw,
- texel1[c][0], texel1[c][1],
- texel1[c][2], texel1[c][3]);
- rgba2[c][j] = LERP(zw, ctemp0[c][j], ctemp1[c][j]);
+ rgba[c][j] = lerp_3d(xw[j], yw[j], zw[j],
+ tx0[c][0], tx0[c][1],
+ tx0[c][2], tx0[c][3],
+ tx1[c][0], tx1[c][1],
+ tx1[c][2], tx1[c][3]);
}
- /* blend mipmap levels */
- for (c = 0; c < NUM_CHANNELS; c++) {
- rgba[c][j] = LERP(levelBlend, rgba[c][j], rgba2[c][j]);
+ if (level0 != level1) {
+ /* get texels from second mipmap level and blend */
+ float rgba2[4][4];
+ x0[j] /= 2;
+ y0[j] /= 2;
+ z0[j] /= 2;
+ x1[j] /= 2;
+ y1[j] /= 2;
+ z1[j] /= 2;
+ get_texel(tgsi_sampler, face, level1, x0[j], y0[j], z0[j], tx0, 0);
+ get_texel(tgsi_sampler, face, level1, x1[j], y0[j], z0[j], tx0, 1);
+ get_texel(tgsi_sampler, face, level1, x0[j], y1[j], z0[j], tx0, 2);
+ get_texel(tgsi_sampler, face, level1, x1[j], y1[j], z0[j], tx0, 3);
+ get_texel(tgsi_sampler, face, level1, x0[j], y0[j], z1[j], tx1, 0);
+ get_texel(tgsi_sampler, face, level1, x1[j], y0[j], z1[j], tx1, 1);
+ get_texel(tgsi_sampler, face, level1, x0[j], y1[j], z1[j], tx1, 2);
+ get_texel(tgsi_sampler, face, level1, x1[j], y1[j], z1[j], tx1, 3);
+
+ /* interpolate R, G, B, A */
+ for (c = 0; c < 4; c++) {
+ rgba2[c][j] = lerp_3d(xw[j], yw[j], zw[j],
+ tx0[c][0], tx0[c][1],
+ tx0[c][2], tx0[c][3],
+ tx1[c][0], tx1[c][1],
+ tx1[c][2], tx1[c][3]);
+ }
+
+ /* blend mipmap levels */
+ for (c = 0; c < NUM_CHANNELS; c++) {
+ rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
+ }
}
}
}
static void
-sp_get_samples_cube(struct tgsi_sampler *sampler,
+sp_get_samples_cube(const struct tgsi_sampler *sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
+ boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
for (j = 0; j < QUAD_SIZE; j++) {
faces[j] = choose_cube_face(s[j], t[j], p[j], ssss + j, tttt + j);
}
- sp_get_samples_2d_common(sampler, ssss, tttt, NULL, lodbias, rgba, faces);
+ sp_get_samples_2d_common(sampler, ssss, tttt, NULL,
+ computeLambda, lodbias, rgba, faces);
}
static void
-sp_get_samples_rect(struct tgsi_sampler *tgsi_sampler,
+sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
+ boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
const uint unit = samp->unit;
const struct pipe_texture *texture = sp->texture[unit];
const struct pipe_sampler_state *sampler = sp->sampler[unit];
- //sp_get_samples_2d_common(sampler, s, t, p, lodbias, rgba, faces);
- static const uint face = 0;
- const uint compare_func = sampler->compare_func;
+ const uint face = 0;
unsigned level0, level1, j, imgFilter;
int width, height;
float levelBlend;
- choose_mipmap_levels(texture, sampler, s, t, p, lodbias,
+ choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
&level0, &level1, &levelBlend, &imgFilter);
/* texture RECTS cannot be mipmapped */
switch (imgFilter) {
case PIPE_TEX_FILTER_NEAREST:
- for (j = 0; j < QUAD_SIZE; j++) {
- int x = nearest_texcoord_unnorm(sampler->wrap_s, s[j], width);
- int y = nearest_texcoord_unnorm(sampler->wrap_t, t[j], height);
- get_texel(tgsi_sampler, face, level0, x, y, 0, rgba, j);
- if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(compare_func, rgba, p, j);
+ {
+ int x[4], y[4];
+ nearest_texcoord_unnorm_4(sampler->wrap_s, s, width, x);
+ nearest_texcoord_unnorm_4(sampler->wrap_t, t, height, y);
+ 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(sampler, rgba, p, j);
+ }
}
}
break;
case PIPE_TEX_FILTER_LINEAR:
case PIPE_TEX_FILTER_ANISO:
- for (j = 0; j < QUAD_SIZE; j++) {
- float tx[4][4], a, b;
- int x0, y0, x1, y1, c;
- linear_texcoord_unnorm(sampler->wrap_s, s[j], width, &x0, &x1, &a);
- linear_texcoord_unnorm(sampler->wrap_t, t[j], height, &y0, &y1, &b);
- get_texel(tgsi_sampler, face, level0, x0, y0, 0, tx, 0);
- get_texel(tgsi_sampler, face, level0, x1, y0, 0, tx, 1);
- get_texel(tgsi_sampler, face, level0, x0, y1, 0, tx, 2);
- get_texel(tgsi_sampler, face, level0, x1, y1, 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);
- }
-
- for (c = 0; c < 4; c++) {
- rgba[c][j] = lerp_2d(a, b, tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
+ {
+ int x0[4], y0[4], x1[4], y1[4];
+ float xw[4], yw[4]; /* weights */
+ linear_texcoord_unnorm_4(sampler->wrap_s, s, width, x0, x1, xw);
+ linear_texcoord_unnorm_4(sampler->wrap_t, t, height, y0, y1, yw);
+ for (j = 0; j < QUAD_SIZE; j++) {
+ float tx[4][4]; /* texels */
+ int c;
+ get_texel(tgsi_sampler, face, level0, x0[j], y0[j], 0, tx, 0);
+ get_texel(tgsi_sampler, face, level0, x1[j], y0[j], 0, tx, 1);
+ 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(sampler, tx, p, 0);
+ shadow_compare(sampler, tx, p, 1);
+ shadow_compare(sampler, tx, p, 2);
+ shadow_compare(sampler, tx, p, 3);
+ }
+ for (c = 0; c < 4; c++) {
+ rgba[c][j] = lerp_2d(xw[j], yw[j],
+ tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
+ }
}
}
break;
}
-
-
/**
- * Called via tgsi_sampler::get_samples()
- * Use the sampler's state setting to get a filtered RGBA value
- * from the sampler's texture.
- *
- * XXX we can implement many versions of this function, each
- * tightly coded for a specific combination of sampler state
- * (nearest + repeat), (bilinear mipmap + clamp), etc.
- *
- * The update_samplers() function in st_atom_sampler.c could create
- * a new tgsi_sampler object for each state combo it finds....
+ * Common code for vertex/fragment program texture sampling.
*/
-void
+static INLINE void
sp_get_samples(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
+ boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
switch (texture->target) {
case PIPE_TEXTURE_1D:
assert(sampler->normalized_coords);
- sp_get_samples_1d(tgsi_sampler, s, t, p, lodbias, rgba);
+ sp_get_samples_1d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
break;
case PIPE_TEXTURE_2D:
if (sampler->normalized_coords)
- sp_get_samples_2d(tgsi_sampler, s, t, p, lodbias, rgba);
+ sp_get_samples_2d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
else
- sp_get_samples_rect(tgsi_sampler, s, t, p, lodbias, rgba);
+ sp_get_samples_rect(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
break;
case PIPE_TEXTURE_3D:
assert(sampler->normalized_coords);
- sp_get_samples_3d(tgsi_sampler, s, t, p, lodbias, rgba);
+ sp_get_samples_3d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
break;
case PIPE_TEXTURE_CUBE:
assert(sampler->normalized_coords);
- sp_get_samples_cube(tgsi_sampler, s, t, p, lodbias, rgba);
+ sp_get_samples_cube(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
break;
default:
assert(0);
#endif
}
+
+/**
+ * Called via tgsi_sampler::get_samples() when running a fragment shader.
+ * Get four filtered RGBA values from the sampler's texture.
+ */
+void
+sp_get_samples_fragment(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ float lodbias,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ sp_get_samples(tgsi_sampler, s, t, p, TRUE, lodbias, rgba);
+}
+
+
+/**
+ * Called via tgsi_sampler::get_samples() when running a vertex shader.
+ * Get four filtered RGBA values from the sampler's texture.
+ */
+void
+sp_get_samples_vertex(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ float lodbias,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ sp_get_samples(tgsi_sampler, s, t, p, FALSE, lodbias, rgba);
+}