}
+/**
+ * Do coordinate to array index conversion. For array textures.
+ */
+static INLINE void
+wrap_array_layer(const float coord[4], unsigned size, int layer[4])
+{
+ uint ch;
+ for (ch = 0; ch < 4; ch++) {
+ int c = util_ifloor(coord[ch] + 0.5F);
+ layer[ch] = CLAMP(c, 0, size - 1);
+ }
+}
+
/**
* Examine the quad's texture coordinates to compute the partial
* derivatives w.r.t X and Y, then compute lambda (level of detail).
*/
static float
-compute_lambda_1d(const struct sp_sampler_varient *samp,
+compute_lambda_1d(const struct sp_sampler_variant *samp,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE])
{
- const struct pipe_resource *texture = samp->texture;
+ const struct pipe_resource *texture = samp->view->texture;
float dsdx = fabsf(s[QUAD_BOTTOM_RIGHT] - s[QUAD_BOTTOM_LEFT]);
float dsdy = fabsf(s[QUAD_TOP_LEFT] - s[QUAD_BOTTOM_LEFT]);
- float rho = MAX2(dsdx, dsdy) * texture->width0;
+ float rho = MAX2(dsdx, dsdy) * u_minify(texture->width0, samp->view->u.tex.first_level);
return util_fast_log2(rho);
}
static float
-compute_lambda_2d(const struct sp_sampler_varient *samp,
+compute_lambda_2d(const struct sp_sampler_variant *samp,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE])
{
- const struct pipe_resource *texture = samp->texture;
+ const struct pipe_resource *texture = samp->view->texture;
float dsdx = fabsf(s[QUAD_BOTTOM_RIGHT] - s[QUAD_BOTTOM_LEFT]);
float dsdy = fabsf(s[QUAD_TOP_LEFT] - s[QUAD_BOTTOM_LEFT]);
float dtdx = fabsf(t[QUAD_BOTTOM_RIGHT] - t[QUAD_BOTTOM_LEFT]);
float dtdy = fabsf(t[QUAD_TOP_LEFT] - t[QUAD_BOTTOM_LEFT]);
- float maxx = MAX2(dsdx, dsdy) * texture->width0;
- float maxy = MAX2(dtdx, dtdy) * texture->height0;
+ float maxx = MAX2(dsdx, dsdy) * u_minify(texture->width0, samp->view->u.tex.first_level);
+ float maxy = MAX2(dtdx, dtdy) * u_minify(texture->height0, samp->view->u.tex.first_level);
float rho = MAX2(maxx, maxy);
return util_fast_log2(rho);
static float
-compute_lambda_3d(const struct sp_sampler_varient *samp,
+compute_lambda_3d(const struct sp_sampler_variant *samp,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE])
{
- const struct pipe_resource *texture = samp->texture;
+ const struct pipe_resource *texture = samp->view->texture;
float dsdx = fabsf(s[QUAD_BOTTOM_RIGHT] - s[QUAD_BOTTOM_LEFT]);
float dsdy = fabsf(s[QUAD_TOP_LEFT] - s[QUAD_BOTTOM_LEFT]);
float dtdx = fabsf(t[QUAD_BOTTOM_RIGHT] - t[QUAD_BOTTOM_LEFT]);
float dtdy = fabsf(t[QUAD_TOP_LEFT] - t[QUAD_BOTTOM_LEFT]);
float dpdx = fabsf(p[QUAD_BOTTOM_RIGHT] - p[QUAD_BOTTOM_LEFT]);
float dpdy = fabsf(p[QUAD_TOP_LEFT] - p[QUAD_BOTTOM_LEFT]);
- float maxx = MAX2(dsdx, dsdy) * texture->width0;
- float maxy = MAX2(dtdx, dtdy) * texture->height0;
- float maxz = MAX2(dpdx, dpdy) * texture->depth0;
+ float maxx = MAX2(dsdx, dsdy) * u_minify(texture->width0, samp->view->u.tex.first_level);
+ float maxy = MAX2(dtdx, dtdy) * u_minify(texture->height0, samp->view->u.tex.first_level);
+ float maxz = MAX2(dpdx, dpdy) * u_minify(texture->depth0, samp->view->u.tex.first_level);
float rho;
rho = MAX2(maxx, maxy);
* Since there aren't derivatives to use, just return 0.
*/
static float
-compute_lambda_vert(const struct sp_sampler_varient *samp,
+compute_lambda_vert(const struct sp_sampler_variant *samp,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE])
static INLINE const float *
-get_texel_2d_no_border(const struct sp_sampler_varient *samp,
+get_texel_2d_no_border(const struct sp_sampler_variant *samp,
union tex_tile_address addr, int x, int y)
{
const struct softpipe_tex_cached_tile *tile;
static INLINE const float *
-get_texel_2d(const struct sp_sampler_varient *samp,
+get_texel_2d(const struct sp_sampler_variant *samp,
union tex_tile_address addr, int x, int y)
{
- const struct pipe_resource *texture = samp->texture;
+ const struct pipe_resource *texture = samp->view->texture;
unsigned level = addr.bits.level;
if (x < 0 || x >= (int) u_minify(texture->width0, level) ||
y < 0 || y >= (int) u_minify(texture->height0, level)) {
- return sp_tex_tile_cache_border_color(samp->cache,
- samp->sampler->border_color);
+ return samp->sampler->border_color;
}
else {
return get_texel_2d_no_border( samp, addr, x, y );
/* Gather a quad of adjacent texels within a tile:
*/
static INLINE void
-get_texel_quad_2d_no_border_single_tile(const struct sp_sampler_varient *samp,
+get_texel_quad_2d_no_border_single_tile(const struct sp_sampler_variant *samp,
union tex_tile_address addr,
unsigned x, unsigned y,
const float *out[4])
/* Gather a quad of potentially non-adjacent texels:
*/
static INLINE void
-get_texel_quad_2d_no_border(const struct sp_sampler_varient *samp,
+get_texel_quad_2d_no_border(const struct sp_sampler_variant *samp,
union tex_tile_address addr,
int x0, int y0,
int x1, int y1,
/* Can involve a lot of unnecessary checks for border color:
*/
static INLINE void
-get_texel_quad_2d(const struct sp_sampler_varient *samp,
+get_texel_quad_2d(const struct sp_sampler_variant *samp,
union tex_tile_address addr,
int x0, int y0,
int x1, int y1,
-/* 3d varients:
+/* 3d variants:
*/
static INLINE const float *
-get_texel_3d_no_border(const struct sp_sampler_varient *samp,
+get_texel_3d_no_border(const struct sp_sampler_variant *samp,
union tex_tile_address addr, int x, int y, int z)
{
const struct softpipe_tex_cached_tile *tile;
static INLINE const float *
-get_texel_3d(const struct sp_sampler_varient *samp,
+get_texel_3d(const struct sp_sampler_variant *samp,
union tex_tile_address addr, int x, int y, int z)
{
- const struct pipe_resource *texture = samp->texture;
+ const struct pipe_resource *texture = samp->view->texture;
unsigned level = addr.bits.level;
if (x < 0 || x >= (int) u_minify(texture->width0, level) ||
y < 0 || y >= (int) u_minify(texture->height0, level) ||
z < 0 || z >= (int) u_minify(texture->depth0, level)) {
- return sp_tex_tile_cache_border_color(samp->cache,
- samp->sampler->border_color);
+ return samp->sampler->border_color;
}
else {
return get_texel_3d_no_border( samp, addr, x, y, z );
}
+/* Get texel pointer for 1D array texture */
+static INLINE const float *
+get_texel_1d_array(const struct sp_sampler_variant *samp,
+ union tex_tile_address addr, int x, int y)
+{
+ const struct pipe_resource *texture = samp->view->texture;
+ unsigned level = addr.bits.level;
+
+ if (x < 0 || x >= (int) u_minify(texture->width0, level)) {
+ return samp->sampler->border_color;
+ }
+ else {
+ return get_texel_2d_no_border(samp, addr, x, y);
+ }
+}
+
+
+/* Get texel pointer for 2D array texture */
+static INLINE const float *
+get_texel_2d_array(const struct sp_sampler_variant *samp,
+ union tex_tile_address addr, int x, int y, int layer)
+{
+ const struct pipe_resource *texture = samp->view->texture;
+ unsigned level = addr.bits.level;
+
+ assert(layer < texture->array_size);
+
+ if (x < 0 || x >= (int) u_minify(texture->width0, level) ||
+ y < 0 || y >= (int) u_minify(texture->height0, level)) {
+ return samp->sampler->border_color;
+ }
+ else {
+ return get_texel_3d_no_border(samp, addr, x, y, layer);
+ }
+}
+
+
/**
* Given the logbase2 of a mipmap's base level size and a mipmap level,
* return the size (in texels) of that mipmap level.
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- const struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
unsigned j;
unsigned level = samp->level;
unsigned xpot = pot_level_size(samp->xpot, level);
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- const struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
unsigned j;
unsigned level = samp->level;
unsigned xpot = pot_level_size(samp->xpot, level);
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- const struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
unsigned j;
unsigned level = samp->level;
unsigned xpot = pot_level_size(samp->xpot, level);
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- const struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
- const struct pipe_resource *texture = samp->texture;
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
unsigned level0, j;
int width;
int x[4];
}
+static void
+img_filter_1d_array_nearest(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ const float c0[QUAD_SIZE],
+ enum tgsi_sampler_control control,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
+ unsigned level0, j;
+ int width;
+ int x[4], layer[4];
+ union tex_tile_address addr;
+
+ level0 = samp->level;
+ width = u_minify(texture->width0, level0);
+
+ assert(width > 0);
+
+ addr.value = 0;
+ addr.bits.level = samp->level;
+
+ samp->nearest_texcoord_s(s, width, x);
+ wrap_array_layer(t, texture->array_size, layer);
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const float *out = get_texel_1d_array(samp, addr, x[j], layer[j]);
+ int c;
+ for (c = 0; c < 4; c++) {
+ rgba[c][j] = out[c];
+ }
+ }
+
+ if (DEBUG_TEX) {
+ print_sample(__FUNCTION__, rgba);
+ }
+}
+
+
static void
img_filter_2d_nearest(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- const struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
- const struct pipe_resource *texture = samp->texture;
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
unsigned level0, j;
int width, height;
int x[4], y[4];
}
+static void
+img_filter_2d_array_nearest(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ const float c0[QUAD_SIZE],
+ enum tgsi_sampler_control control,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
+ unsigned level0, j;
+ int width, height;
+ int x[4], y[4], layer[4];
+ union tex_tile_address addr;
+
+ level0 = samp->level;
+ width = u_minify(texture->width0, level0);
+ height = u_minify(texture->height0, level0);
+
+ assert(width > 0);
+ assert(height > 0);
+
+ addr.value = 0;
+ addr.bits.level = samp->level;
+
+ samp->nearest_texcoord_s(s, width, x);
+ samp->nearest_texcoord_t(t, height, y);
+ wrap_array_layer(p, texture->array_size, layer);
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const float *out = get_texel_2d_array(samp, addr, x[j], y[j], layer[j]);
+ int c;
+ for (c = 0; c < 4; c++) {
+ rgba[c][j] = out[c];
+ }
+ }
+
+ if (DEBUG_TEX) {
+ print_sample(__FUNCTION__, rgba);
+ }
+}
+
+
static INLINE union tex_tile_address
face(union tex_tile_address addr, unsigned face )
{
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- const struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
- const struct pipe_resource *texture = samp->texture;
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
const unsigned *faces = samp->faces; /* zero when not cube-mapping */
unsigned level0, j;
int width, height;
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- const struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
- const struct pipe_resource *texture = samp->texture;
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
unsigned level0, j;
int width, height, depth;
int x[4], y[4], z[4];
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- const struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
- const struct pipe_resource *texture = samp->texture;
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
unsigned level0, j;
int width;
int x0[4], x1[4];
}
+static void
+img_filter_1d_array_linear(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ const float c0[QUAD_SIZE],
+ enum tgsi_sampler_control control,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
+ unsigned level0, j;
+ int width;
+ int x0[4], x1[4], layer[4];
+ float xw[4]; /* weights */
+ union tex_tile_address addr;
+
+ level0 = samp->level;
+ width = u_minify(texture->width0, level0);
+
+ assert(width > 0);
+
+ addr.value = 0;
+ addr.bits.level = samp->level;
+
+ samp->linear_texcoord_s(s, width, x0, x1, xw);
+ wrap_array_layer(t, texture->array_size, layer);
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const float *tx0 = get_texel_1d_array(samp, addr, x0[j], layer[j]);
+ const float *tx1 = get_texel_1d_array(samp, addr, x1[j], layer[j]);
+ int c;
+
+ /* interpolate R, G, B, A */
+ for (c = 0; c < 4; c++) {
+ rgba[c][j] = lerp(xw[j], tx0[c], tx1[c]);
+ }
+ }
+}
+
+
static void
img_filter_2d_linear(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- const struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
- const struct pipe_resource *texture = samp->texture;
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
unsigned level0, j;
int width, height;
int x0[4], y0[4], x1[4], y1[4];
}
+static void
+img_filter_2d_array_linear(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ const float c0[QUAD_SIZE],
+ enum tgsi_sampler_control control,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
+ unsigned level0, j;
+ int width, height;
+ int x0[4], y0[4], x1[4], y1[4], layer[4];
+ float xw[4], yw[4]; /* weights */
+ union tex_tile_address addr;
+
+ level0 = samp->level;
+ width = u_minify(texture->width0, level0);
+ height = u_minify(texture->height0, level0);
+
+ assert(width > 0);
+ assert(height > 0);
+
+ addr.value = 0;
+ addr.bits.level = samp->level;
+
+ samp->linear_texcoord_s(s, width, x0, x1, xw);
+ samp->linear_texcoord_t(t, height, y0, y1, yw);
+ wrap_array_layer(p, texture->array_size, layer);
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const float *tx0 = get_texel_2d_array(samp, addr, x0[j], y0[j], layer[j]);
+ const float *tx1 = get_texel_2d_array(samp, addr, x1[j], y0[j], layer[j]);
+ const float *tx2 = get_texel_2d_array(samp, addr, x0[j], y1[j], layer[j]);
+ const float *tx3 = get_texel_2d_array(samp, addr, x1[j], y1[j], layer[j]);
+ int c;
+
+ /* interpolate R, G, B, A */
+ for (c = 0; c < 4; c++) {
+ rgba[c][j] = lerp_2d(xw[j], yw[j],
+ tx0[c], tx1[c],
+ tx2[c], tx3[c]);
+ }
+ }
+}
+
+
static void
img_filter_cube_linear(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- const struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
- const struct pipe_resource *texture = samp->texture;
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
const unsigned *faces = samp->faces; /* zero when not cube-mapping */
unsigned level0, j;
int width, height;
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- const struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
- const struct pipe_resource *texture = samp->texture;
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
unsigned level0, j;
int width, height, depth;
int x0[4], x1[4], y0[4], y1[4], z0[4], z1[4];
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
- const struct pipe_resource *texture = samp->texture;
+ struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
int level0;
float lambda;
float lod[QUAD_SIZE];
/* XXX: Take into account all lod values.
*/
lambda = lod[0];
- level0 = (int)lambda;
+ level0 = samp->view->u.tex.first_level + (int)lambda;
if (lambda < 0.0) {
- samp->level = 0;
+ samp->level = samp->view->u.tex.first_level;
samp->mag_img_filter(tgsi_sampler, s, t, p, NULL, tgsi_sampler_lod_bias, rgba);
}
else if (level0 >= texture->last_level) {
samp->min_img_filter(tgsi_sampler, s, t, p, NULL, tgsi_sampler_lod_bias, rgba);
}
else {
- float levelBlend = lambda - level0;
+ float levelBlend = frac(lambda);
float rgba0[4][4];
float rgba1[4][4];
int c,j;
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
- const struct pipe_resource *texture = samp->texture;
+ struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
float lambda;
float lod[QUAD_SIZE];
lambda = lod[0];
if (lambda < 0.0) {
- samp->level = 0;
+ samp->level = samp->view->u.tex.first_level;
samp->mag_img_filter(tgsi_sampler, s, t, p, NULL, tgsi_sampler_lod_bias, rgba);
}
else {
- samp->level = (int)(lambda + 0.5) ;
+ samp->level = samp->view->u.tex.first_level + (int)(lambda + 0.5) ;
samp->level = MIN2(samp->level, (int)texture->last_level);
samp->min_img_filter(tgsi_sampler, s, t, p, NULL, tgsi_sampler_lod_bias, rgba);
}
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
+ struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
float lambda;
float lod[QUAD_SIZE];
*/
lambda = lod[0];
+ samp->level = samp->view->u.tex.first_level;
if (lambda < 0.0) {
samp->mag_img_filter(tgsi_sampler, s, t, p, NULL, tgsi_sampler_lod_bias, rgba);
}
}
+/* For anisotropic filtering */
+#define WEIGHT_LUT_SIZE 1024
+
+static float *weightLut = NULL;
+
+/**
+ * Creates the look-up table used to speed-up EWA sampling
+ */
+static void
+create_filter_table(void)
+{
+ unsigned i;
+ if (!weightLut) {
+ weightLut = (float *) malloc(WEIGHT_LUT_SIZE * sizeof(float));
+
+ for (i = 0; i < WEIGHT_LUT_SIZE; ++i) {
+ float alpha = 2;
+ float r2 = (float) i / (float) (WEIGHT_LUT_SIZE - 1);
+ float weight = (float) exp(-alpha * r2);
+ weightLut[i] = weight;
+ }
+ }
+}
+
+
+/**
+ * Elliptical weighted average (EWA) filter for producing high quality
+ * anisotropic filtered results.
+ * Based on the Higher Quality Elliptical Weighted Avarage Filter
+ * published by Paul S. Heckbert in his Master's Thesis
+ * "Fundamentals of Texture Mapping and Image Warping" (1989)
+ */
+static void
+img_filter_2d_ewa(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ const float c0[QUAD_SIZE],
+ enum tgsi_sampler_control control,
+ const float dudx, const float dvdx,
+ const float dudy, const float dvdy,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ const struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
+
+ unsigned level0 = samp->level > 0 ? samp->level : 0;
+ float scaling = 1.0 / (1 << level0);
+ int width = u_minify(texture->width0, level0);
+ int height = u_minify(texture->height0, level0);
+
+ float ux = dudx * scaling;
+ float vx = dvdx * scaling;
+ float uy = dudy * scaling;
+ float vy = dvdy * scaling;
+
+ /* compute ellipse coefficients to bound the region:
+ * A*x*x + B*x*y + C*y*y = F.
+ */
+ float A = vx*vx+vy*vy+1;
+ float B = -2*(ux*vx+uy*vy);
+ float C = ux*ux+uy*uy+1;
+ float F = A*C-B*B/4.0;
+
+ /* check if it is an ellipse */
+ /* ASSERT(F > 0.0); */
+
+ /* Compute the ellipse's (u,v) bounding box in texture space */
+ float d = -B*B+4.0*C*A;
+ float box_u = 2.0 / d * sqrt(d*C*F); /* box_u -> half of bbox with */
+ float box_v = 2.0 / d * sqrt(A*d*F); /* box_v -> half of bbox height */
+
+ float rgba_temp[NUM_CHANNELS][QUAD_SIZE];
+ float s_buffer[QUAD_SIZE];
+ float t_buffer[QUAD_SIZE];
+ float weight_buffer[QUAD_SIZE];
+ unsigned buffer_next;
+ int j;
+ float den;// = 0.0F;
+ float ddq;
+ float U;// = u0 - tex_u;
+ int v;
+
+ /* Scale ellipse formula to directly index the Filter Lookup Table.
+ * i.e. scale so that F = WEIGHT_LUT_SIZE-1
+ */
+ double formScale = (double) (WEIGHT_LUT_SIZE - 1) / F;
+ A *= formScale;
+ B *= formScale;
+ C *= formScale;
+ /* F *= formScale; */ /* no need to scale F as we don't use it below here */
+
+ /* For each quad, the du and dx values are the same and so the ellipse is
+ * also the same. Note that texel/image access can only be performed using
+ * a quad, i.e. it is not possible to get the pixel value for a single
+ * tex coord. In order to have a better performance, the access is buffered
+ * using the s_buffer/t_buffer and weight_buffer. Only when the buffer is full,
+ * then the pixel values are read from the image.
+ */
+ ddq = 2 * A;
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ /* Heckbert MS thesis, p. 59; scan over the bounding box of the ellipse
+ * and incrementally update the value of Ax^2+Bxy*Cy^2; when this
+ * value, q, is less than F, we're inside the ellipse
+ */
+ float tex_u=-0.5 + s[j] * texture->width0 * scaling;
+ float tex_v=-0.5 + t[j] * texture->height0 * scaling;
+
+ int u0 = floor(tex_u - box_u);
+ int u1 = ceil (tex_u + box_u);
+ int v0 = floor(tex_v - box_v);
+ int v1 = ceil (tex_v + box_v);
+
+ float num[4] = {0.0F, 0.0F, 0.0F, 0.0F};
+ buffer_next = 0;
+ den = 0;
+ U = u0 - tex_u;
+ for (v = v0; v <= v1; ++v) {
+ float V = v - tex_v;
+ float dq = A * (2 * U + 1) + B * V;
+ float q = (C * V + B * U) * V + A * U * U;
+
+ int u;
+ for (u = u0; u <= u1; ++u) {
+ /* Note that the ellipse has been pre-scaled so F = WEIGHT_LUT_SIZE - 1 */
+ if (q < WEIGHT_LUT_SIZE) {
+ /* as a LUT is used, q must never be negative;
+ * should not happen, though
+ */
+ const int qClamped = q >= 0.0F ? q : 0;
+ float weight = weightLut[qClamped];
+
+ weight_buffer[buffer_next] = weight;
+ s_buffer[buffer_next] = u / ((float) width);
+ t_buffer[buffer_next] = v / ((float) height);
+
+ buffer_next++;
+ if (buffer_next == QUAD_SIZE) {
+ /* 4 texel coords are in the buffer -> read it now */
+ int jj;
+ /* it is assumed that samp->min_img_filter is set to
+ * img_filter_2d_nearest or one of the
+ * accelerated img_filter_2d_nearest_XXX functions.
+ */
+ samp->min_img_filter(tgsi_sampler, s_buffer, t_buffer, p, NULL,
+ tgsi_sampler_lod_bias, rgba_temp);
+ for (jj = 0; jj < buffer_next; jj++) {
+ num[0] += weight_buffer[jj] * rgba_temp[0][jj];
+ num[1] += weight_buffer[jj] * rgba_temp[1][jj];
+ num[2] += weight_buffer[jj] * rgba_temp[2][jj];
+ num[3] += weight_buffer[jj] * rgba_temp[3][jj];
+ }
+
+ buffer_next = 0;
+ }
+
+ den += weight;
+ }
+ q += dq;
+ dq += ddq;
+ }
+ }
+
+ /* if the tex coord buffer contains unread values, we will read them now.
+ * Note that in most cases we have to read more pixel values than required,
+ * however, as the img_filter_2d_nearest function(s) does not have a count
+ * parameter, we need to read the whole quad and ignore the unused values
+ */
+ if (buffer_next > 0) {
+ int jj;
+ /* it is assumed that samp->min_img_filter is set to
+ * img_filter_2d_nearest or one of the
+ * accelerated img_filter_2d_nearest_XXX functions.
+ */
+ samp->min_img_filter(tgsi_sampler, s_buffer, t_buffer, p, NULL,
+ tgsi_sampler_lod_bias, rgba_temp);
+ for (jj = 0; jj < buffer_next; jj++) {
+ num[0] += weight_buffer[jj] * rgba_temp[0][jj];
+ num[1] += weight_buffer[jj] * rgba_temp[1][jj];
+ num[2] += weight_buffer[jj] * rgba_temp[2][jj];
+ num[3] += weight_buffer[jj] * rgba_temp[3][jj];
+ }
+ }
+
+ if (den <= 0.0F) {
+ /* Reaching this place would mean
+ * that no pixels intersected the ellipse.
+ * This should never happen because
+ * the filter we use always
+ * intersects at least one pixel.
+ */
+
+ /*rgba[0]=0;
+ rgba[1]=0;
+ rgba[2]=0;
+ rgba[3]=0;*/
+ /* not enough pixels in resampling, resort to direct interpolation */
+ samp->min_img_filter(tgsi_sampler, s, t, p, NULL, tgsi_sampler_lod_bias, rgba_temp);
+ den = 1;
+ num[0] = rgba_temp[0][j];
+ num[1] = rgba_temp[1][j];
+ num[2] = rgba_temp[2][j];
+ num[3] = rgba_temp[3][j];
+ }
+
+ rgba[0][j] = num[0] / den;
+ rgba[1][j] = num[1] / den;
+ rgba[2][j] = num[2] / den;
+ rgba[3][j] = num[3] / den;
+ }
+}
+
+
+/**
+ * Sample 2D texture using an anisotropic filter.
+ */
+static void
+mip_filter_linear_aniso(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ const float c0[QUAD_SIZE],
+ enum tgsi_sampler_control control,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
+ int level0;
+ float lambda;
+ float lod[QUAD_SIZE];
+
+ float s_to_u = u_minify(texture->width0, samp->view->u.tex.first_level);
+ float t_to_v = u_minify(texture->height0, samp->view->u.tex.first_level);
+ float dudx = (s[QUAD_BOTTOM_RIGHT] - s[QUAD_BOTTOM_LEFT]) * s_to_u;
+ float dudy = (s[QUAD_TOP_LEFT] - s[QUAD_BOTTOM_LEFT]) * s_to_u;
+ float dvdx = (t[QUAD_BOTTOM_RIGHT] - t[QUAD_BOTTOM_LEFT]) * t_to_v;
+ float dvdy = (t[QUAD_TOP_LEFT] - t[QUAD_BOTTOM_LEFT]) * t_to_v;
+
+ if (control == tgsi_sampler_lod_bias) {
+ /* note: instead of working with Px and Py, we will use the
+ * squared length instead, to avoid sqrt.
+ */
+ float Px2 = dudx * dudx + dvdx * dvdx;
+ float Py2 = dudy * dudy + dvdy * dvdy;
+
+ float Pmax2;
+ float Pmin2;
+ float e;
+ const float maxEccentricity = samp->sampler->max_anisotropy * samp->sampler->max_anisotropy;
+
+ if (Px2 < Py2) {
+ Pmax2 = Py2;
+ Pmin2 = Px2;
+ }
+ else {
+ Pmax2 = Px2;
+ Pmin2 = Py2;
+ }
+
+ /* if the eccentricity of the ellipse is too big, scale up the shorter
+ * of the two vectors to limit the maximum amount of work per pixel
+ */
+ e = Pmax2 / Pmin2;
+ if (e > maxEccentricity) {
+ /* float s=e / maxEccentricity;
+ minor[0] *= s;
+ minor[1] *= s;
+ Pmin2 *= s; */
+ Pmin2 = Pmax2 / maxEccentricity;
+ }
+
+ /* note: we need to have Pmin=sqrt(Pmin2) here, but we can avoid
+ * this since 0.5*log(x) = log(sqrt(x))
+ */
+ lambda = 0.5 * util_fast_log2(Pmin2) + samp->sampler->lod_bias;
+ compute_lod(samp->sampler, lambda, c0, lod);
+ }
+ else {
+ assert(control == tgsi_sampler_lod_explicit);
+
+ memcpy(lod, c0, sizeof(lod));
+ }
+
+ /* XXX: Take into account all lod values.
+ */
+ lambda = lod[0];
+ level0 = samp->view->u.tex.first_level + (int)lambda;
+
+ /* If the ellipse covers the whole image, we can
+ * simply return the average of the whole image.
+ */
+ if (level0 >= texture->last_level) {
+ samp->level = texture->last_level;
+ samp->min_img_filter(tgsi_sampler, s, t, p, NULL, tgsi_sampler_lod_bias, rgba);
+ }
+ else {
+ /* don't bother interpolating between multiple LODs; it doesn't
+ * seem to be worth the extra running time.
+ */
+ samp->level = level0;
+ img_filter_2d_ewa(tgsi_sampler, s, t, p, NULL, tgsi_sampler_lod_bias,
+ dudx, dvdx, dudy, dvdy, rgba);
+ }
+
+ if (DEBUG_TEX) {
+ print_sample(__FUNCTION__, rgba);
+ }
+}
+
+
/**
* Specialized version of mip_filter_linear with hard-wired calls to
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
- const struct pipe_resource *texture = samp->texture;
+ struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
+ const struct pipe_resource *texture = samp->view->texture;
int level0;
float lambda;
float lod[QUAD_SIZE];
/* XXX: Take into account all lod values.
*/
lambda = lod[0];
- level0 = (int)lambda;
+ level0 = samp->view->u.tex.first_level + (int)lambda;
/* Catches both negative and large values of level0:
*/
if ((unsigned)level0 >= texture->last_level) {
if (level0 < 0)
- samp->level = 0;
+ samp->level = samp->view->u.tex.first_level;
else
samp->level = texture->last_level;
img_filter_2d_linear_repeat_POT(tgsi_sampler, s, t, p, NULL, tgsi_sampler_lod_bias, rgba);
}
else {
- float levelBlend = lambda - level0;
+ float levelBlend = frac(lambda);
float rgba0[4][4];
float rgba1[4][4];
int c,j;
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
+ struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
const struct pipe_sampler_state *sampler = samp->sampler;
int j, k0, k1, k2, k3;
float val;
+ float pc0, pc1, pc2, pc3;
samp->mip_filter(tgsi_sampler, s, t, p, c0, control, rgba);
* RGBA channels. We look at the red channel here.
*/
+ pc0 = CLAMP(p[0], 0.0F, 1.0F);
+ pc1 = CLAMP(p[1], 0.0F, 1.0F);
+ pc2 = CLAMP(p[2], 0.0F, 1.0F);
+ pc3 = CLAMP(p[3], 0.0F, 1.0F);
+
/* 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];
+ k0 = pc0 < rgba[0][0];
+ k1 = pc1 < rgba[0][1];
+ k2 = pc2 < rgba[0][2];
+ k3 = pc3 < 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];
+ k0 = pc0 <= rgba[0][0];
+ k1 = pc1 <= rgba[0][1];
+ k2 = pc2 <= rgba[0][2];
+ k3 = pc3 <= 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];
+ k0 = pc0 > rgba[0][0];
+ k1 = pc1 > rgba[0][1];
+ k2 = pc2 > rgba[0][2];
+ k3 = pc3 > 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];
+ k0 = pc0 >= rgba[0][0];
+ k1 = pc1 >= rgba[0][1];
+ k2 = pc2 >= rgba[0][2];
+ k3 = pc3 >= 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];
+ k0 = pc0 == rgba[0][0];
+ k1 = pc1 == rgba[0][1];
+ k2 = pc2 == rgba[0][2];
+ k3 = pc3 == 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];
+ k0 = pc0 != rgba[0][0];
+ k1 = pc1 != rgba[0][1];
+ k2 = pc2 != rgba[0][2];
+ k3 = pc3 != rgba[0][3];
break;
case PIPE_FUNC_ALWAYS:
k0 = k1 = k2 = k3 = 1;
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
+ struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
unsigned j;
float ssss[4], tttt[4];
enum tgsi_sampler_control control,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler);
+ struct sp_sampler_variant *samp = sp_sampler_variant(tgsi_sampler);
float rgba_temp[NUM_CHANNELS][QUAD_SIZE];
const unsigned swizzle_r = samp->key.bits.swizzle_r;
const unsigned swizzle_g = samp->key.bits.swizzle_g;
switch (key.bits.target) {
case PIPE_TEXTURE_1D:
+ case PIPE_TEXTURE_1D_ARRAY:
return compute_lambda_1d;
case PIPE_TEXTURE_2D:
+ case PIPE_TEXTURE_2D_ARRAY:
case PIPE_TEXTURE_RECT:
case PIPE_TEXTURE_CUBE:
return compute_lambda_2d;
else
return img_filter_1d_linear;
break;
+ case PIPE_TEXTURE_1D_ARRAY:
+ if (filter == PIPE_TEX_FILTER_NEAREST)
+ return img_filter_1d_array_nearest;
+ else
+ return img_filter_1d_array_linear;
+ break;
case PIPE_TEXTURE_2D:
case PIPE_TEXTURE_RECT:
/* Try for fast path:
else
return img_filter_2d_linear;
break;
+ case PIPE_TEXTURE_2D_ARRAY:
+ if (filter == PIPE_TEX_FILTER_NEAREST)
+ return img_filter_2d_array_nearest;
+ else
+ return img_filter_2d_array_linear;
+ break;
case PIPE_TEXTURE_CUBE:
if (filter == PIPE_TEX_FILTER_NEAREST)
return img_filter_cube_nearest;
/**
- * Bind the given texture object and texture cache to the sampler varient.
+ * Bind the given texture object and texture cache to the sampler variant.
*/
void
-sp_sampler_varient_bind_texture( struct sp_sampler_varient *samp,
- struct softpipe_tex_tile_cache *tex_cache,
- const struct pipe_resource *texture )
+sp_sampler_variant_bind_view( struct sp_sampler_variant *samp,
+ struct softpipe_tex_tile_cache *tex_cache,
+ const struct pipe_sampler_view *view )
{
- const struct pipe_sampler_state *sampler = samp->sampler;
+ const struct pipe_resource *texture = view->texture;
- samp->texture = texture;
+ samp->view = view;
samp->cache = tex_cache;
- samp->xpot = util_unsigned_logbase2( texture->width0 );
- samp->ypot = util_unsigned_logbase2( texture->height0 );
- samp->level = CLAMP((int) sampler->min_lod, 0, (int) texture->last_level);
+ samp->xpot = util_logbase2( texture->width0 );
+ samp->ypot = util_logbase2( texture->height0 );
+ samp->level = view->u.tex.first_level;
}
void
-sp_sampler_varient_destroy( struct sp_sampler_varient *samp )
+sp_sampler_variant_destroy( struct sp_sampler_variant *samp )
{
FREE(samp);
}
/**
- * Create a sampler varient for a given set of non-orthogonal state.
+ * Create a sampler variant for a given set of non-orthogonal state.
*/
-struct sp_sampler_varient *
-sp_create_sampler_varient( const struct pipe_sampler_state *sampler,
+struct sp_sampler_variant *
+sp_create_sampler_variant( const struct pipe_sampler_state *sampler,
const union sp_sampler_key key )
{
- struct sp_sampler_varient *samp = CALLOC_STRUCT(sp_sampler_varient);
+ struct sp_sampler_variant *samp = CALLOC_STRUCT(sp_sampler_variant);
if (!samp)
return NULL;
sampler->normalized_coords &&
sampler->wrap_s == PIPE_TEX_WRAP_REPEAT &&
sampler->wrap_t == PIPE_TEX_WRAP_REPEAT &&
- sampler->min_img_filter == PIPE_TEX_FILTER_LINEAR)
- {
+ sampler->min_img_filter == PIPE_TEX_FILTER_LINEAR) {
samp->mip_filter = mip_filter_linear_2d_linear_repeat_POT;
}
- else
- {
+ else {
samp->mip_filter = mip_filter_linear;
}
+
+ /* Anisotropic filtering extension. */
+ if (sampler->max_anisotropy > 1) {
+ samp->mip_filter = mip_filter_linear_aniso;
+
+ /* Override min_img_filter:
+ * min_img_filter needs to be set to NEAREST since we need to access
+ * each texture pixel as it is and weight it later; using linear
+ * filters will have incorrect results.
+ * By setting the filter to NEAREST here, we can avoid calling the
+ * generic img_filter_2d_nearest in the anisotropic filter function,
+ * making it possible to use one of the accelerated implementations
+ */
+ samp->min_img_filter = get_img_filter(key, PIPE_TEX_FILTER_NEAREST, sampler);
+
+ /* on first access create the lookup table containing the filter weights. */
+ if (!weightLut) {
+ create_filter_table();
+ }
+ }
+
break;
}