/*
* Mesa 3-D graphics library
- * Version: 7.3
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
+#include "c99_math.h"
#include "main/glheader.h"
#include "main/context.h"
-#include "main/colormac.h"
#include "main/imports.h"
-#include "main/texformat.h"
+#include "main/macros.h"
+#include "main/samplerobj.h"
+#include "main/teximage.h"
+#include "main/texobj.h"
#include "s_context.h"
#include "s_texfilter.h"
* optimization! If we find that's not true on some systems, convert
* to a macro.
*/
-static INLINE GLfloat
+static inline GLfloat
lerp_2d(GLfloat a, GLfloat b,
GLfloat v00, GLfloat v10, GLfloat v01, GLfloat v11)
{
* Do 3D/trilinear interpolation of float values.
* \sa lerp_2d
*/
-static INLINE GLfloat
+static GLfloat
lerp_3d(GLfloat a, GLfloat b, GLfloat c,
GLfloat v000, GLfloat v100, GLfloat v010, GLfloat v110,
GLfloat v001, GLfloat v101, GLfloat v011, GLfloat v111)
/**
* Do linear interpolation of colors.
*/
-static INLINE void
+static void
lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4])
{
result[0] = LERP(t, a[0], b[0]);
/**
* Do bilinear interpolation of colors.
*/
-static INLINE void
+static void
lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
const GLfloat t00[4], const GLfloat t10[4],
const GLfloat t01[4], const GLfloat t11[4])
/**
* Do trilinear interpolation of colors.
*/
-static INLINE void
+static void
lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c,
const GLfloat t000[4], const GLfloat t100[4],
const GLfloat t010[4], const GLfloat t110[4],
/**
- * 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.
+ * Used for GL_REPEAT wrap mode. Using A % B doesn't produce the
+ * right results for A<0. Casting to A to be unsigned only works if B
+ * is a power of two. Adding a bias to A (which is a multiple of B)
+ * avoids the problems with A < 0 (for reasonable A) without using a
+ * conditional.
*/
#define REMAINDER(A, B) (((A) + (B) * 1024) % (B))
* i0, i1 = returns two nearest texel indexes
* weight = returns blend factor between texels
*/
-static INLINE void
+static void
linear_texel_locations(GLenum wrapMode,
const struct gl_texture_image *img,
GLint size, GLfloat s,
GLint *i0, GLint *i1, GLfloat *weight)
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
GLfloat u;
switch (wrapMode) {
case GL_REPEAT:
u = s * size - 0.5F;
- if (img->_IsPowerOfTwo) {
+ if (swImg->_IsPowerOfTwo) {
*i0 = IFLOOR(u) & (size - 1);
*i1 = (*i0 + 1) & (size - 1);
}
}
break;
case GL_MIRROR_CLAMP_EXT:
- u = FABSF(s);
+ u = fabsf(s);
if (u >= 1.0F)
u = (GLfloat) size;
else
*i1 = *i0 + 1;
break;
case GL_MIRROR_CLAMP_TO_EDGE_EXT:
- u = FABSF(s);
+ u = fabsf(s);
if (u >= 1.0F)
u = (GLfloat) size;
else
{
const GLfloat min = -1.0F / (2.0F * size);
const GLfloat max = 1.0F - min;
- u = FABSF(s);
+ u = fabsf(s);
if (u <= min)
u = min * size;
else if (u >= max)
break;
default:
_mesa_problem(NULL, "Bad wrap mode");
+ *i0 = *i1 = 0;
u = 0.0F;
+ break;
}
*weight = FRAC(u);
}
/**
* Used to compute texel location for nearest sampling.
*/
-static INLINE GLint
+static GLint
nearest_texel_location(GLenum wrapMode,
const struct gl_texture_image *img,
GLint size, GLfloat s)
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
GLint i;
switch (wrapMode) {
/* s limited to [0,1) */
/* i limited to [0,size-1] */
i = IFLOOR(s * size);
- if (img->_IsPowerOfTwo)
+ if (swImg->_IsPowerOfTwo)
i &= (size - 1);
else
i = REMAINDER(i, size);
{
/* s limited to [0,1] */
/* i limited to [0,size-1] */
- const GLfloat u = FABSF(s);
+ const GLfloat u = fabsf(s);
if (u <= 0.0F)
i = 0;
else if (u >= 1.0F)
/* i limited to [0, size-1] */
const GLfloat min = 1.0F / (2.0F * size);
const GLfloat max = 1.0F - min;
- const GLfloat u = FABSF(s);
+ const GLfloat u = fabsf(s);
if (u < min)
i = 0;
else if (u > max)
/* i limited to [0, size-1] */
const GLfloat min = -1.0F / (2.0F * size);
const GLfloat max = 1.0F - min;
- const GLfloat u = FABSF(s);
+ const GLfloat u = fabsf(s);
if (u < min)
i = -1;
else if (u > max)
/* Power of two image sizes only */
-static INLINE void
+static void
linear_repeat_texel_location(GLuint size, GLfloat s,
GLint *i0, GLint *i1, GLfloat *weight)
{
/**
* Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode.
*/
-static INLINE GLint
+static GLint
clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
{
switch (wrapMode) {
/**
* As above, but GL_LINEAR filtering.
*/
-static INLINE void
+static void
clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
GLint *i0out, GLint *i1out, GLfloat *weight)
{
_mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_linear");
i0 = i1 = 0;
fcol = 0.0F;
+ break;
}
*i0out = i0;
*i1out = i1;
/**
* Compute slice/image to use for 1D or 2D array texture.
*/
-static INLINE GLint
+static GLint
tex_array_slice(GLfloat coord, GLsizei size)
{
GLint slice = IFLOOR(coord + 0.5f);
* Compute nearest integer texcoords for given texobj and coordinate.
* NOTE: only used for depth texture sampling.
*/
-static INLINE void
-nearest_texcoord(const struct gl_texture_object *texObj,
+static void
+nearest_texcoord(const struct gl_sampler_object *samp,
+ const struct gl_texture_object *texObj,
GLuint level,
const GLfloat texcoord[4],
GLint *i, GLint *j, GLint *k)
switch (texObj->Target) {
case GL_TEXTURE_RECTANGLE_ARB:
- *i = clamp_rect_coord_nearest(texObj->WrapS, texcoord[0], width);
- *j = clamp_rect_coord_nearest(texObj->WrapT, texcoord[1], height);
+ *i = clamp_rect_coord_nearest(samp->WrapS, texcoord[0], width);
+ *j = clamp_rect_coord_nearest(samp->WrapT, texcoord[1], height);
*k = 0;
break;
case GL_TEXTURE_1D:
- *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]);
+ *i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
*j = 0;
*k = 0;
break;
case GL_TEXTURE_2D:
- *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]);
- *j = nearest_texel_location(texObj->WrapT, img, height, texcoord[1]);
+ *i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
+ *j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]);
*k = 0;
break;
case GL_TEXTURE_1D_ARRAY_EXT:
- *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]);
+ *i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
*j = tex_array_slice(texcoord[1], height);
*k = 0;
break;
case GL_TEXTURE_2D_ARRAY_EXT:
- *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]);
- *j = nearest_texel_location(texObj->WrapT, img, height, texcoord[1]);
+ *i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
+ *j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]);
*k = tex_array_slice(texcoord[2], depth);
break;
default:
*i = *j = *k = 0;
+ break;
}
}
* Compute linear integer texcoords for given texobj and coordinate.
* NOTE: only used for depth texture sampling.
*/
-static INLINE void
-linear_texcoord(const struct gl_texture_object *texObj,
+static void
+linear_texcoord(const struct gl_sampler_object *samp,
+ const struct gl_texture_object *texObj,
GLuint level,
const GLfloat texcoord[4],
GLint *i0, GLint *i1, GLint *j0, GLint *j1, GLint *slice,
switch (texObj->Target) {
case GL_TEXTURE_RECTANGLE_ARB:
- clamp_rect_coord_linear(texObj->WrapS, texcoord[0],
+ clamp_rect_coord_linear(samp->WrapS, texcoord[0],
width, i0, i1, wi);
- clamp_rect_coord_linear(texObj->WrapT, texcoord[1],
+ clamp_rect_coord_linear(samp->WrapT, texcoord[1],
height, j0, j1, wj);
*slice = 0;
break;
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
- linear_texel_locations(texObj->WrapS, img, width,
+ linear_texel_locations(samp->WrapS, img, width,
texcoord[0], i0, i1, wi);
- linear_texel_locations(texObj->WrapT, img, height,
+ linear_texel_locations(samp->WrapT, img, height,
texcoord[1], j0, j1, wj);
*slice = 0;
break;
case GL_TEXTURE_1D_ARRAY_EXT:
- linear_texel_locations(texObj->WrapS, img, width,
+ linear_texel_locations(samp->WrapS, img, width,
texcoord[0], i0, i1, wi);
*j0 = tex_array_slice(texcoord[1], height);
*j1 = *j0;
break;
case GL_TEXTURE_2D_ARRAY_EXT:
- linear_texel_locations(texObj->WrapS, img, width,
+ linear_texel_locations(samp->WrapS, img, width,
texcoord[0], i0, i1, wi);
- linear_texel_locations(texObj->WrapT, img, height,
+ linear_texel_locations(samp->WrapT, img, height,
texcoord[1], j0, j1, wj);
*slice = tex_array_slice(texcoord[2], depth);
break;
default:
*slice = 0;
+ break;
}
}
* For linear interpolation between mipmap levels N and N+1, this function
* computes N.
*/
-static INLINE GLint
+static GLint
linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
{
if (lambda < 0.0F)
/**
* Compute the nearest mipmap level to take texels from.
*/
-static INLINE GLint
+static GLint
nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
{
GLfloat l;
* will be minified, magnified, or split between the two. This function
* determines the subranges in [0, n-1] that are to be minified or magnified.
*/
-static INLINE void
-compute_min_mag_ranges(const struct gl_texture_object *tObj,
+static void
+compute_min_mag_ranges(const struct gl_sampler_object *samp,
GLuint n, const GLfloat lambda[],
GLuint *minStart, GLuint *minEnd,
GLuint *magStart, GLuint *magEnd)
GLfloat minMagThresh;
/* we shouldn't be here if minfilter == magfilter */
- ASSERT(tObj->MinFilter != tObj->MagFilter);
+ assert(samp->MinFilter != samp->MagFilter);
/* This bit comes from the OpenGL spec: */
- if (tObj->MagFilter == GL_LINEAR
- && (tObj->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
- tObj->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
+ if (samp->MagFilter == GL_LINEAR
+ && (samp->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
+ samp->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
minMagThresh = 0.5F;
}
else {
printf("lambda delta = %g\n", lambda[0] - lambda[n-1]);
if (lambda[0] >= lambda[n-1]) { /* decreasing */
for (i = 0; i < n - 1; i++) {
- ASSERT((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10));
+ assert((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10));
}
}
else { /* increasing */
for (i = 0; i < n - 1; i++) {
- ASSERT((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10));
+ assert((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10));
}
}
}
for (i = 0; i < n; i++) {
if (lambda[i] > minMagThresh) {
/* minification */
- ASSERT(i >= *minStart);
- ASSERT(i < *minEnd);
+ assert(i >= *minStart);
+ assert(i < *minEnd);
}
else {
/* magnification */
- ASSERT(i >= *magStart);
- ASSERT(i < *magEnd);
+ assert(i >= *magStart);
+ assert(i < *magEnd);
}
}
}
* the base texture format. Ex: if the texture base format it GL_ALPHA,
* we return (0,0,0,BorderAlpha).
*/
-static INLINE void
-get_border_color(const struct gl_texture_object *tObj,
+static void
+get_border_color(const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
GLfloat rgba[4])
{
switch (img->_BaseFormat) {
case GL_RGB:
- rgba[0] = tObj->BorderColor.f[0];
- rgba[1] = tObj->BorderColor.f[1];
- rgba[2] = tObj->BorderColor.f[2];
+ rgba[0] = samp->BorderColor.f[0];
+ rgba[1] = samp->BorderColor.f[1];
+ rgba[2] = samp->BorderColor.f[2];
rgba[3] = 1.0F;
break;
case GL_ALPHA:
rgba[0] = rgba[1] = rgba[2] = 0.0;
- rgba[3] = tObj->BorderColor.f[3];
+ rgba[3] = samp->BorderColor.f[3];
break;
case GL_LUMINANCE:
- rgba[0] = rgba[1] = rgba[2] = tObj->BorderColor.f[0];
+ rgba[0] = rgba[1] = rgba[2] = samp->BorderColor.f[0];
rgba[3] = 1.0;
break;
case GL_LUMINANCE_ALPHA:
- rgba[0] = rgba[1] = rgba[2] = tObj->BorderColor.f[0];
- rgba[3] = tObj->BorderColor.f[3];
+ rgba[0] = rgba[1] = rgba[2] = samp->BorderColor.f[0];
+ rgba[3] = samp->BorderColor.f[3];
break;
case GL_INTENSITY:
- rgba[0] = rgba[1] = rgba[2] = rgba[3] = tObj->BorderColor.f[0];
+ rgba[0] = rgba[1] = rgba[2] = rgba[3] = samp->BorderColor.f[0];
break;
default:
- COPY_4V(rgba, tObj->BorderColor.f);
+ COPY_4V(rgba, samp->BorderColor.f);
+ break;
}
}
+/**
+ * Put z into texel according to GL_DEPTH_MODE.
+ */
+static void
+apply_depth_mode(GLenum depthMode, GLfloat z, GLfloat texel[4])
+{
+ switch (depthMode) {
+ case GL_LUMINANCE:
+ ASSIGN_4V(texel, z, z, z, 1.0F);
+ break;
+ case GL_INTENSITY:
+ ASSIGN_4V(texel, z, z, z, z);
+ break;
+ case GL_ALPHA:
+ ASSIGN_4V(texel, 0.0F, 0.0F, 0.0F, z);
+ break;
+ case GL_RED:
+ ASSIGN_4V(texel, z, 0.0F, 0.0F, 1.0F);
+ break;
+ default:
+ _mesa_problem(NULL, "Bad depth texture mode");
+ }
+}
+
+
+/**
+ * Is the given texture a depth (or depth/stencil) texture?
+ */
+static GLboolean
+is_depth_texture(const struct gl_texture_object *tObj)
+{
+ GLenum format = _mesa_texture_base_format(tObj);
+ return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT;
+}
+
+
/**********************************************************************/
/* 1-D Texture Sampling Functions */
/**********************************************************************/
/**
* Return the texture sample for coordinate (s) using GL_NEAREST filter.
*/
-static INLINE void
-sample_1d_nearest(GLcontext *ctx,
- const struct gl_texture_object *tObj,
+static void
+sample_1d_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4], GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
GLint i;
- i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
+ i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
/* skip over the border, if any */
i += img->Border;
if (i < 0 || i >= (GLint) img->Width) {
/* Need this test for GL_CLAMP_TO_BORDER mode */
- get_border_color(tObj, img, rgba);
+ get_border_color(samp, img, rgba);
}
else {
- img->FetchTexelf(img, i, 0, 0, rgba);
+ swImg->FetchTexel(swImg, i, 0, 0, rgba);
}
}
/**
* Return the texture sample for coordinate (s) using GL_LINEAR filter.
*/
-static INLINE void
-sample_1d_linear(GLcontext *ctx,
- const struct gl_texture_object *tObj,
+static void
+sample_1d_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4], GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
GLint i0, i1;
GLbitfield useBorderColor = 0x0;
GLfloat a;
GLfloat t0[4], t1[4]; /* texels */
- linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+ linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a);
if (img->Border) {
i0 += img->Border;
/* fetch texel colors */
if (useBorderColor & I0BIT) {
- get_border_color(tObj, img, t0);
+ get_border_color(samp, img, t0);
}
else {
- img->FetchTexelf(img, i0, 0, 0, t0);
+ swImg->FetchTexel(swImg, i0, 0, 0, t0);
}
if (useBorderColor & I1BIT) {
- get_border_color(tObj, img, t1);
+ get_border_color(samp, img, t1);
}
else {
- img->FetchTexelf(img, i1, 0, 0, t1);
+ swImg->FetchTexel(swImg, i1, 0, 0, t1);
}
lerp_rgba(rgba, a, t0, t1);
static void
-sample_1d_nearest_mipmap_nearest(GLcontext *ctx,
+sample_1d_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
- sample_1d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ sample_1d_nearest(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
-sample_1d_linear_mipmap_nearest(GLcontext *ctx,
+sample_1d_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
- sample_1d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ sample_1d_linear(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
-sample_1d_nearest_mipmap_linear(GLcontext *ctx,
+sample_1d_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = linear_mipmap_level(tObj, lambda[i]);
if (level >= tObj->_MaxLevel) {
- sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ sample_1d_nearest(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4];
const GLfloat f = FRAC(lambda[i]);
- sample_1d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
- sample_1d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ sample_1d_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
+ sample_1d_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
static void
-sample_1d_linear_mipmap_linear(GLcontext *ctx,
+sample_1d_linear_mipmap_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = linear_mipmap_level(tObj, lambda[i]);
if (level >= tObj->_MaxLevel) {
- sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ sample_1d_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4];
const GLfloat f = FRAC(lambda[i]);
- sample_1d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
- sample_1d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ sample_1d_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
+ sample_1d_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
/** Sample 1D texture, nearest filtering for both min/magnification */
static void
-sample_nearest_1d( GLcontext *ctx,
+sample_nearest_1d( struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4] )
{
GLuint i;
- struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *image = _mesa_base_tex_image(tObj);
(void) lambda;
for (i = 0; i < n; i++) {
- sample_1d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ sample_1d_nearest(ctx, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 1D texture, linear filtering for both min/magnification */
static void
-sample_linear_1d( GLcontext *ctx,
+sample_linear_1d( struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4] )
{
GLuint i;
- struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *image = _mesa_base_tex_image(tObj);
(void) lambda;
for (i = 0; i < n; i++) {
- sample_1d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ sample_1d_linear(ctx, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 1D texture, using lambda to choose between min/magnification */
static void
-sample_lambda_1d( GLcontext *ctx,
+sample_lambda_1d( struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4] )
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
- ASSERT(lambda != NULL);
- compute_min_mag_ranges(tObj, n, lambda,
+ assert(lambda != NULL);
+ compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
const GLuint m = minEnd - minStart;
- switch (tObj->MinFilter) {
+ switch (samp->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
- sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_1d_nearest(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
- sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_1d_linear(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
- sample_1d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ sample_1d_nearest_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
- sample_1d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ sample_1d_linear_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
- sample_1d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ sample_1d_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
- sample_1d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ sample_1d_linear_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
default:
if (magStart < magEnd) {
/* do the magnified texels */
- switch (tObj->MagFilter) {
+ switch (samp->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
- sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_1d_nearest(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
- sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_1d_linear(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
default:
/**
* Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
*/
-static INLINE void
-sample_2d_nearest(GLcontext *ctx,
- const struct gl_texture_object *tObj,
+static void
+sample_2d_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height2; /* without border, power of two */
GLint i, j;
(void) ctx;
- i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
- j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]);
+ i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
+ j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]);
/* skip over the border, if any */
i += img->Border;
if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height) {
/* Need this test for GL_CLAMP_TO_BORDER mode */
- get_border_color(tObj, img, rgba);
+ get_border_color(samp, img, rgba);
}
else {
- img->FetchTexelf(img, i, j, 0, rgba);
+ swImg->FetchTexel(swImg, i, j, 0, rgba);
}
}
* Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
* New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
*/
-static INLINE void
-sample_2d_linear(GLcontext *ctx,
- const struct gl_texture_object *tObj,
+static void
+sample_2d_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
GLfloat a, b;
GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
- linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
- linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b);
+ linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+ linear_texel_locations(samp->WrapT, img, height, texcoord[1], &j0, &j1, &b);
if (img->Border) {
i0 += img->Border;
/* fetch four texel colors */
if (useBorderColor & (I0BIT | J0BIT)) {
- get_border_color(tObj, img, t00);
+ get_border_color(samp, img, t00);
}
else {
- img->FetchTexelf(img, i0, j0, 0, t00);
+ swImg->FetchTexel(swImg, i0, j0, 0, t00);
}
if (useBorderColor & (I1BIT | J0BIT)) {
- get_border_color(tObj, img, t10);
+ get_border_color(samp, img, t10);
}
else {
- img->FetchTexelf(img, i1, j0, 0, t10);
+ swImg->FetchTexel(swImg, i1, j0, 0, t10);
}
if (useBorderColor & (I0BIT | J1BIT)) {
- get_border_color(tObj, img, t01);
+ get_border_color(samp, img, t01);
}
else {
- img->FetchTexelf(img, i0, j1, 0, t01);
+ swImg->FetchTexel(swImg, i0, j1, 0, t01);
}
if (useBorderColor & (I1BIT | J1BIT)) {
- get_border_color(tObj, img, t11);
+ get_border_color(samp, img, t11);
}
else {
- img->FetchTexelf(img, i1, j1, 0, t11);
+ swImg->FetchTexel(swImg, i1, j1, 0, t11);
}
lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11);
* As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT.
* We don't have to worry about the texture border.
*/
-static INLINE void
-sample_2d_linear_repeat(GLcontext *ctx,
- const struct gl_texture_object *tObj,
+static void
+sample_2d_linear_repeat(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
(void) ctx;
- ASSERT(tObj->WrapS == GL_REPEAT);
- ASSERT(tObj->WrapT == GL_REPEAT);
- ASSERT(img->Border == 0);
- ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
- ASSERT(img->_IsPowerOfTwo);
+ assert(samp->WrapS == GL_REPEAT);
+ assert(samp->WrapT == GL_REPEAT);
+ assert(img->Border == 0);
+ assert(swImg->_IsPowerOfTwo);
linear_repeat_texel_location(width, texcoord[0], &i0, &i1, &wi);
linear_repeat_texel_location(height, texcoord[1], &j0, &j1, &wj);
- img->FetchTexelf(img, i0, j0, 0, t00);
- img->FetchTexelf(img, i1, j0, 0, t10);
- img->FetchTexelf(img, i0, j1, 0, t01);
- img->FetchTexelf(img, i1, j1, 0, t11);
+ swImg->FetchTexel(swImg, i0, j0, 0, t00);
+ swImg->FetchTexel(swImg, i1, j0, 0, t10);
+ swImg->FetchTexel(swImg, i0, j1, 0, t01);
+ swImg->FetchTexel(swImg, i1, j1, 0, t11);
lerp_rgba_2d(rgba, wi, wj, t00, t10, t01, t11);
}
static void
-sample_2d_nearest_mipmap_nearest(GLcontext *ctx,
+sample_2d_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
- sample_2d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ sample_2d_nearest(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
-sample_2d_linear_mipmap_nearest(GLcontext *ctx,
+sample_2d_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
- sample_2d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ sample_2d_linear(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
-sample_2d_nearest_mipmap_linear(GLcontext *ctx,
+sample_2d_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = linear_mipmap_level(tObj, lambda[i]);
if (level >= tObj->_MaxLevel) {
- sample_2d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ sample_2d_nearest(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
- sample_2d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
- sample_2d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ sample_2d_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
+ sample_2d_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
static void
-sample_2d_linear_mipmap_linear( GLcontext *ctx,
+sample_2d_linear_mipmap_linear( struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4] )
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = linear_mipmap_level(tObj, lambda[i]);
if (level >= tObj->_MaxLevel) {
- sample_2d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ sample_2d_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
- sample_2d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
- sample_2d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ sample_2d_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
+ sample_2d_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
static void
-sample_2d_linear_mipmap_linear_repeat(GLcontext *ctx,
+sample_2d_linear_mipmap_linear_repeat(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
- ASSERT(tObj->WrapS == GL_REPEAT);
- ASSERT(tObj->WrapT == GL_REPEAT);
+ assert(lambda != NULL);
+ assert(samp->WrapS == GL_REPEAT);
+ assert(samp->WrapT == GL_REPEAT);
for (i = 0; i < n; i++) {
GLint level = linear_mipmap_level(tObj, lambda[i]);
if (level >= tObj->_MaxLevel) {
- sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ sample_2d_linear_repeat(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
- sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level ],
+ sample_2d_linear_repeat(ctx, samp, tObj->Image[0][level ],
texcoord[i], t0);
- sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level+1],
+ sample_2d_linear_repeat(ctx, samp, tObj->Image[0][level+1],
texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
/** Sample 2D texture, nearest filtering for both min/magnification */
static void
-sample_nearest_2d(GLcontext *ctx,
+sample_nearest_2d(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *image = _mesa_base_tex_image(tObj);
(void) lambda;
for (i = 0; i < n; i++) {
- sample_2d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ sample_2d_nearest(ctx, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 2D texture, linear filtering for both min/magnification */
static void
-sample_linear_2d(GLcontext *ctx,
+sample_linear_2d(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *image = _mesa_base_tex_image(tObj);
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(image);
(void) lambda;
- if (tObj->WrapS == GL_REPEAT &&
- tObj->WrapT == GL_REPEAT &&
- image->_IsPowerOfTwo &&
+ if (samp->WrapS == GL_REPEAT &&
+ samp->WrapT == GL_REPEAT &&
+ swImg->_IsPowerOfTwo &&
image->Border == 0) {
for (i = 0; i < n; i++) {
- sample_2d_linear_repeat(ctx, tObj, image, texcoords[i], rgba[i]);
+ sample_2d_linear_repeat(ctx, samp, image, texcoords[i], rgba[i]);
}
}
else {
for (i = 0; i < n; i++) {
- sample_2d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ sample_2d_linear(ctx, samp, image, texcoords[i], rgba[i]);
}
}
}
* Format = GL_RGB
*/
static void
-opt_sample_rgb_2d(GLcontext *ctx,
+opt_sample_rgb_2d(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
- const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *img = _mesa_base_tex_image(tObj);
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLfloat width = (GLfloat) img->Width;
const GLfloat height = (GLfloat) img->Height;
const GLint colMask = img->Width - 1;
GLuint k;
(void) ctx;
(void) lambda;
- ASSERT(tObj->WrapS==GL_REPEAT);
- ASSERT(tObj->WrapT==GL_REPEAT);
- ASSERT(img->Border==0);
- ASSERT(img->TexFormat == MESA_FORMAT_RGB888);
- ASSERT(img->_IsPowerOfTwo);
+ assert(samp->WrapS==GL_REPEAT);
+ assert(samp->WrapT==GL_REPEAT);
+ assert(img->Border==0);
+ assert(img->TexFormat == MESA_FORMAT_BGR_UNORM8);
+ assert(swImg->_IsPowerOfTwo);
+ (void) swImg;
for (k=0; k<n; k++) {
GLint i = IFLOOR(texcoords[k][0] * width) & colMask;
GLint j = IFLOOR(texcoords[k][1] * height) & rowMask;
GLint pos = (j << shift) | i;
- GLubyte *texel = ((GLubyte *) img->Data) + 3*pos;
+ GLubyte *texel = (GLubyte *) swImg->ImageSlices[0] + 3 * pos;
rgba[k][RCOMP] = UBYTE_TO_FLOAT(texel[2]);
rgba[k][GCOMP] = UBYTE_TO_FLOAT(texel[1]);
rgba[k][BCOMP] = UBYTE_TO_FLOAT(texel[0]);
+ rgba[k][ACOMP] = 1.0F;
}
}
* Format = GL_RGBA
*/
static void
-opt_sample_rgba_2d(GLcontext *ctx,
+opt_sample_rgba_2d(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
- const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *img = _mesa_base_tex_image(tObj);
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLfloat width = (GLfloat) img->Width;
const GLfloat height = (GLfloat) img->Height;
const GLint colMask = img->Width - 1;
GLuint i;
(void) ctx;
(void) lambda;
- ASSERT(tObj->WrapS==GL_REPEAT);
- ASSERT(tObj->WrapT==GL_REPEAT);
- ASSERT(img->Border==0);
- ASSERT(img->TexFormat == MESA_FORMAT_RGBA8888);
- ASSERT(img->_IsPowerOfTwo);
+ assert(samp->WrapS==GL_REPEAT);
+ assert(samp->WrapT==GL_REPEAT);
+ assert(img->Border==0);
+ assert(img->TexFormat == MESA_FORMAT_A8B8G8R8_UNORM);
+ assert(swImg->_IsPowerOfTwo);
+ (void) swImg;
for (i = 0; i < n; i++) {
const GLint col = IFLOOR(texcoords[i][0] * width) & colMask;
const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask;
const GLint pos = (row << shift) | col;
- const GLuint texel = *((GLuint *) img->Data + pos);
+ const GLuint texel = *((GLuint *) swImg->ImageSlices[0] + pos);
rgba[i][RCOMP] = UBYTE_TO_FLOAT( (texel >> 24) );
rgba[i][GCOMP] = UBYTE_TO_FLOAT( (texel >> 16) & 0xff );
rgba[i][BCOMP] = UBYTE_TO_FLOAT( (texel >> 8) & 0xff );
/** Sample 2D texture, using lambda to choose between min/magnification */
static void
-sample_lambda_2d(GLcontext *ctx,
+sample_lambda_2d(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
- const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *tImg = _mesa_base_tex_image(tObj);
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg);
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
- const GLboolean repeatNoBorderPOT = (tObj->WrapS == GL_REPEAT)
- && (tObj->WrapT == GL_REPEAT)
- && (tImg->Border == 0 && (tImg->Width == tImg->RowStride))
- && (tImg->_BaseFormat != GL_COLOR_INDEX)
- && tImg->_IsPowerOfTwo;
+ const GLboolean repeatNoBorderPOT = (samp->WrapS == GL_REPEAT)
+ && (samp->WrapT == GL_REPEAT)
+ && (tImg->Border == 0)
+ && (_mesa_format_row_stride(tImg->TexFormat, tImg->Width) ==
+ swImg->RowStride)
+ && swImg->_IsPowerOfTwo;
- ASSERT(lambda != NULL);
- compute_min_mag_ranges(tObj, n, lambda,
+ assert(lambda != NULL);
+ compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
const GLuint m = minEnd - minStart;
- switch (tObj->MinFilter) {
+ switch (samp->MinFilter) {
case GL_NEAREST:
if (repeatNoBorderPOT) {
switch (tImg->TexFormat) {
- case MESA_FORMAT_RGB888:
- opt_sample_rgb_2d(ctx, tObj, m, texcoords + minStart,
+ case MESA_FORMAT_BGR_UNORM8:
+ opt_sample_rgb_2d(ctx, samp, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
break;
- case MESA_FORMAT_RGBA8888:
- opt_sample_rgba_2d(ctx, tObj, m, texcoords + minStart,
+ case MESA_FORMAT_A8B8G8R8_UNORM:
+ opt_sample_rgba_2d(ctx, samp, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
break;
default:
- sample_nearest_2d(ctx, tObj, m, texcoords + minStart,
+ sample_nearest_2d(ctx, samp, tObj, m, texcoords + minStart,
NULL, rgba + minStart );
}
}
else {
- sample_nearest_2d(ctx, tObj, m, texcoords + minStart,
+ sample_nearest_2d(ctx, samp, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
}
break;
case GL_LINEAR:
- sample_linear_2d(ctx, tObj, m, texcoords + minStart,
+ sample_linear_2d(ctx, samp, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_NEAREST:
- sample_2d_nearest_mipmap_nearest(ctx, tObj, m,
+ sample_2d_nearest_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
- sample_2d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ sample_2d_linear_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
- sample_2d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ sample_2d_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
if (repeatNoBorderPOT)
- sample_2d_linear_mipmap_linear_repeat(ctx, tObj, m,
+ sample_2d_linear_mipmap_linear_repeat(ctx, samp, tObj, m,
texcoords + minStart, lambda + minStart, rgba + minStart);
else
- sample_2d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ sample_2d_linear_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
default:
/* do the magnified texels */
const GLuint m = magEnd - magStart;
- switch (tObj->MagFilter) {
+ switch (samp->MagFilter) {
case GL_NEAREST:
if (repeatNoBorderPOT) {
switch (tImg->TexFormat) {
- case MESA_FORMAT_RGB888:
- opt_sample_rgb_2d(ctx, tObj, m, texcoords + magStart,
+ case MESA_FORMAT_BGR_UNORM8:
+ opt_sample_rgb_2d(ctx, samp, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
break;
- case MESA_FORMAT_RGBA8888:
- opt_sample_rgba_2d(ctx, tObj, m, texcoords + magStart,
+ case MESA_FORMAT_A8B8G8R8_UNORM:
+ opt_sample_rgba_2d(ctx, samp, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
break;
default:
- sample_nearest_2d(ctx, tObj, m, texcoords + magStart,
+ sample_nearest_2d(ctx, samp, tObj, m, texcoords + magStart,
NULL, rgba + magStart );
}
}
else {
- sample_nearest_2d(ctx, tObj, m, texcoords + magStart,
+ sample_nearest_2d(ctx, samp, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
}
break;
case GL_LINEAR:
- sample_linear_2d(ctx, tObj, m, texcoords + magStart,
+ sample_linear_2d(ctx, samp, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
break;
default:
_mesa_problem(ctx, "Bad mag filter in sample_lambda_2d");
+ break;
+ }
+ }
+}
+
+
+/* For anisotropic filtering */
+#define WEIGHT_LUT_SIZE 1024
+
+static GLfloat *weightLut = NULL;
+
+/**
+ * Creates the look-up table used to speed-up EWA sampling
+ */
+static void
+create_filter_table(void)
+{
+ GLuint i;
+ if (!weightLut) {
+ weightLut = malloc(WEIGHT_LUT_SIZE * sizeof(GLfloat));
+
+ for (i = 0; i < WEIGHT_LUT_SIZE; ++i) {
+ GLfloat alpha = 2;
+ GLfloat r2 = (GLfloat) i / (GLfloat) (WEIGHT_LUT_SIZE - 1);
+ GLfloat weight = (GLfloat) 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
+sample_2d_ewa(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
+ const struct gl_texture_object *tObj,
+ const GLfloat texcoord[4],
+ const GLfloat dudx, const GLfloat dvdx,
+ const GLfloat dudy, const GLfloat dvdy, const GLint lod,
+ GLfloat rgba[])
+{
+ GLint level = lod > 0 ? lod : 0;
+ GLfloat scaling = 1.0f / (1 << level);
+ const struct gl_texture_image *img = tObj->Image[0][level];
+ const struct gl_texture_image *mostDetailedImage =
+ _mesa_base_tex_image(tObj);
+ const struct swrast_texture_image *swImg =
+ swrast_texture_image_const(mostDetailedImage);
+ GLfloat tex_u = -0.5f + texcoord[0] * swImg->WidthScale * scaling;
+ GLfloat tex_v = -0.5f + texcoord[1] * swImg->HeightScale * scaling;
+
+ GLfloat ux = dudx * scaling;
+ GLfloat vx = dvdx * scaling;
+ GLfloat uy = dudy * scaling;
+ GLfloat vy = dvdy * scaling;
+
+ /* compute ellipse coefficients to bound the region:
+ * A*x*x + B*x*y + C*y*y = F.
+ */
+ GLfloat A = vx*vx+vy*vy+1;
+ GLfloat B = -2*(ux*vx+uy*vy);
+ GLfloat C = ux*ux+uy*uy+1;
+ GLfloat F = A*C-B*B/4.0f;
+
+ /* check if it is an ellipse */
+ /* assert(F > 0.0); */
+
+ /* Compute the ellipse's (u,v) bounding box in texture space */
+ GLfloat d = -B*B+4.0f*C*A;
+ GLfloat box_u = 2.0f / d * sqrtf(d*C*F); /* box_u -> half of bbox with */
+ GLfloat box_v = 2.0f / d * sqrtf(A*d*F); /* box_v -> half of bbox height */
+
+ GLint u0 = (GLint) floorf(tex_u - box_u);
+ GLint u1 = (GLint) ceilf (tex_u + box_u);
+ GLint v0 = (GLint) floorf(tex_v - box_v);
+ GLint v1 = (GLint) ceilf (tex_v + box_v);
+
+ GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F};
+ GLfloat newCoord[2];
+ GLfloat den = 0.0F;
+ GLfloat ddq;
+ GLfloat U = u0 - tex_u;
+ GLint v;
+
+ /* Scale ellipse formula to directly index the Filter Lookup Table.
+ * i.e. scale so that F = WEIGHT_LUT_SIZE-1
+ */
+ GLfloat formScale = (GLfloat) (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 */
+
+ /* 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
+ */
+ ddq = 2 * A;
+ for (v = v0; v <= v1; ++v) {
+ GLfloat V = v - tex_v;
+ GLfloat dq = A * (2 * U + 1) + B * V;
+ GLfloat q = (C * V + B * U) * V + A * U * U;
+
+ GLint 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 GLint qClamped = q >= 0.0F ? (GLint) q : 0;
+ GLfloat weight = weightLut[qClamped];
+
+ newCoord[0] = u / ((GLfloat) img->Width2);
+ newCoord[1] = v / ((GLfloat) img->Height2);
+
+ sample_2d_nearest(ctx, samp, img, newCoord, rgba);
+ num[0] += weight * rgba[0];
+ num[1] += weight * rgba[1];
+ num[2] += weight * rgba[2];
+ num[3] += weight * rgba[3];
+
+ den += weight;
+ }
+ q += dq;
+ dq += ddq;
+ }
+ }
+
+ 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 */
+ sample_2d_linear(ctx, samp, img, texcoord, rgba);
+ return;
+ }
+
+ rgba[0] = num[0] / den;
+ rgba[1] = num[1] / den;
+ rgba[2] = num[2] / den;
+ rgba[3] = num[3] / den;
+}
+
+
+/**
+ * Anisotropic filtering using footprint assembly as outlined in the
+ * EXT_texture_filter_anisotropic spec:
+ * http://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
+ * Faster than EWA but has less quality (more aliasing effects)
+ */
+static void
+sample_2d_footprint(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
+ const struct gl_texture_object *tObj,
+ const GLfloat texcoord[4],
+ const GLfloat dudx, const GLfloat dvdx,
+ const GLfloat dudy, const GLfloat dvdy, const GLint lod,
+ GLfloat rgba[])
+{
+ GLint level = lod > 0 ? lod : 0;
+ GLfloat scaling = 1.0F / (1 << level);
+ const struct gl_texture_image *img = tObj->Image[0][level];
+
+ GLfloat ux = dudx * scaling;
+ GLfloat vx = dvdx * scaling;
+ GLfloat uy = dudy * scaling;
+ GLfloat vy = dvdy * scaling;
+
+ GLfloat Px2 = ux * ux + vx * vx; /* squared length of dx */
+ GLfloat Py2 = uy * uy + vy * vy; /* squared length of dy */
+
+ GLint numSamples;
+ GLfloat ds;
+ GLfloat dt;
+
+ GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F};
+ GLfloat newCoord[2];
+ GLint s;
+
+ /* Calculate the per anisotropic sample offsets in s,t space. */
+ if (Px2 > Py2) {
+ numSamples = (GLint) ceilf(sqrtf(Px2));
+ ds = ux / ((GLfloat) img->Width2);
+ dt = vx / ((GLfloat) img->Height2);
+ }
+ else {
+ numSamples = (GLint) ceilf(sqrtf(Py2));
+ ds = uy / ((GLfloat) img->Width2);
+ dt = vy / ((GLfloat) img->Height2);
+ }
+
+ for (s = 0; s<numSamples; s++) {
+ newCoord[0] = texcoord[0] + ds * ((GLfloat)(s+1) / (numSamples+1) -0.5f);
+ newCoord[1] = texcoord[1] + dt * ((GLfloat)(s+1) / (numSamples+1) -0.5f);
+
+ sample_2d_linear(ctx, samp, img, newCoord, rgba);
+ num[0] += rgba[0];
+ num[1] += rgba[1];
+ num[2] += rgba[2];
+ num[3] += rgba[3];
+ }
+
+ rgba[0] = num[0] / numSamples;
+ rgba[1] = num[1] / numSamples;
+ rgba[2] = num[2] / numSamples;
+ rgba[3] = num[3] / numSamples;
+}
+
+
+/**
+ * Returns the index of the specified texture object in the
+ * gl_context texture unit array.
+ */
+static GLuint
+texture_unit_index(const struct gl_context *ctx,
+ const struct gl_texture_object *tObj)
+{
+ const GLuint maxUnit
+ = (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1;
+ GLuint u;
+
+ /* XXX CoordUnits vs. ImageUnits */
+ for (u = 0; u < maxUnit; u++) {
+ if (ctx->Texture.Unit[u]._Current == tObj)
+ break; /* found */
+ }
+ if (u >= maxUnit)
+ u = 0; /* not found, use 1st one; should never happen */
+
+ return u;
+}
+
+
+/**
+ * Sample 2D texture using an anisotropic filter.
+ * NOTE: the const GLfloat lambda_iso[] parameter does *NOT* contain
+ * the lambda float array but a "hidden" SWspan struct which is required
+ * by this function but is not available in the texture_sample_func signature.
+ * See _swrast_texture_span( struct gl_context *ctx, SWspan *span ) on how
+ * this function is called.
+ */
+static void
+sample_lambda_2d_aniso(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoords[][4],
+ const GLfloat lambda_iso[], GLfloat rgba[][4])
+{
+ const struct gl_texture_image *tImg = _mesa_base_tex_image(tObj);
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg);
+ const GLfloat maxEccentricity =
+ samp->MaxAnisotropy * samp->MaxAnisotropy;
+
+ /* re-calculate the lambda values so that they are usable with anisotropic
+ * filtering
+ */
+ SWspan *span = (SWspan *)lambda_iso; /* access the "hidden" SWspan struct */
+
+ /* based on interpolate_texcoords(struct gl_context *ctx, SWspan *span)
+ * in swrast/s_span.c
+ */
+
+ /* find the texture unit index by looking up the current texture object
+ * from the context list of available texture objects.
+ */
+ const GLuint u = texture_unit_index(ctx, tObj);
+ const GLuint attr = VARYING_SLOT_TEX0 + u;
+ GLfloat texW, texH;
+
+ const GLfloat dsdx = span->attrStepX[attr][0];
+ const GLfloat dsdy = span->attrStepY[attr][0];
+ const GLfloat dtdx = span->attrStepX[attr][1];
+ const GLfloat dtdy = span->attrStepY[attr][1];
+ const GLfloat dqdx = span->attrStepX[attr][3];
+ const GLfloat dqdy = span->attrStepY[attr][3];
+ GLfloat s = span->attrStart[attr][0] + span->leftClip * dsdx;
+ GLfloat t = span->attrStart[attr][1] + span->leftClip * dtdx;
+ GLfloat q = span->attrStart[attr][3] + span->leftClip * dqdx;
+
+ /* from swrast/s_texcombine.c _swrast_texture_span */
+ const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
+ const GLboolean adjustLOD =
+ (texUnit->LodBias + samp->LodBias != 0.0F)
+ || (samp->MinLod != -1000.0 || samp->MaxLod != 1000.0);
+
+ GLuint i;
+
+ /* on first access create the lookup table containing the filter weights. */
+ if (!weightLut) {
+ create_filter_table();
+ }
+
+ texW = swImg->WidthScale;
+ texH = swImg->HeightScale;
+
+ for (i = 0; i < n; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
+
+ GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ);
+ GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ);
+ GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ);
+ GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ);
+
+ /* note: instead of working with Px and Py, we will use the
+ * squared length instead, to avoid sqrt.
+ */
+ GLfloat Px2 = dudx * dudx + dvdx * dvdx;
+ GLfloat Py2 = dudy * dudy + dvdy * dvdy;
+
+ GLfloat Pmax2;
+ GLfloat Pmin2;
+ GLfloat e;
+ GLfloat lod;
+
+ s += dsdx;
+ t += dtdx;
+ q += dqdx;
+
+ 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) {
+ /* GLfloat 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))
+ */
+ lod = 0.5f * LOG2(Pmin2);
+
+ if (adjustLOD) {
+ /* from swrast/s_texcombine.c _swrast_texture_span */
+ if (texUnit->LodBias + samp->LodBias != 0.0F) {
+ /* apply LOD bias, but don't clamp yet */
+ const GLfloat bias =
+ CLAMP(texUnit->LodBias + samp->LodBias,
+ -ctx->Const.MaxTextureLodBias,
+ ctx->Const.MaxTextureLodBias);
+ lod += bias;
+
+ if (samp->MinLod != -1000.0 ||
+ samp->MaxLod != 1000.0) {
+ /* apply LOD clamping to lambda */
+ lod = CLAMP(lod, samp->MinLod, samp->MaxLod);
+ }
+ }
+ }
+
+ /* If the ellipse covers the whole image, we can
+ * simply return the average of the whole image.
+ */
+ if (lod >= tObj->_MaxLevel) {
+ sample_2d_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
+ texcoords[i], rgba[i]);
+ }
+ else {
+ /* don't bother interpolating between multiple LODs; it doesn't
+ * seem to be worth the extra running time.
+ */
+ sample_2d_ewa(ctx, samp, tObj, texcoords[i],
+ dudx, dvdx, dudy, dvdy, (GLint) floorf(lod), rgba[i]);
+
+ /* unused: */
+ (void) sample_2d_footprint;
+ /*
+ sample_2d_footprint(ctx, tObj, texcoords[i],
+ dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]);
+ */
}
}
}
/**
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
*/
-static INLINE void
-sample_3d_nearest(GLcontext *ctx,
- const struct gl_texture_object *tObj,
+static void
+sample_3d_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height2; /* without border, power of two */
const GLint depth = img->Depth2; /* without border, power of two */
GLint i, j, k;
(void) ctx;
- i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
- j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]);
- k = nearest_texel_location(tObj->WrapR, img, depth, texcoord[2]);
+ i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
+ j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]);
+ k = nearest_texel_location(samp->WrapR, img, depth, texcoord[2]);
if (i < 0 || i >= (GLint) img->Width ||
j < 0 || j >= (GLint) img->Height ||
k < 0 || k >= (GLint) img->Depth) {
/* Need this test for GL_CLAMP_TO_BORDER mode */
- get_border_color(tObj, img, rgba);
+ get_border_color(samp, img, rgba);
}
else {
- img->FetchTexelf(img, i, j, k, rgba);
+ swImg->FetchTexel(swImg, i, j, k, rgba);
}
}
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
-sample_3d_linear(GLcontext *ctx,
- const struct gl_texture_object *tObj,
+sample_3d_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height2;
const GLint depth = img->Depth2;
GLfloat t000[4], t010[4], t001[4], t011[4];
GLfloat t100[4], t110[4], t101[4], t111[4];
- linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
- linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b);
- linear_texel_locations(tObj->WrapR, img, depth, texcoord[2], &k0, &k1, &c);
+ linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+ linear_texel_locations(samp->WrapT, img, height, texcoord[1], &j0, &j1, &b);
+ linear_texel_locations(samp->WrapR, img, depth, texcoord[2], &k0, &k1, &c);
if (img->Border) {
i0 += img->Border;
/* Fetch texels */
if (useBorderColor & (I0BIT | J0BIT | K0BIT)) {
- get_border_color(tObj, img, t000);
+ get_border_color(samp, img, t000);
}
else {
- img->FetchTexelf(img, i0, j0, k0, t000);
+ swImg->FetchTexel(swImg, i0, j0, k0, t000);
}
if (useBorderColor & (I1BIT | J0BIT | K0BIT)) {
- get_border_color(tObj, img, t100);
+ get_border_color(samp, img, t100);
}
else {
- img->FetchTexelf(img, i1, j0, k0, t100);
+ swImg->FetchTexel(swImg, i1, j0, k0, t100);
}
if (useBorderColor & (I0BIT | J1BIT | K0BIT)) {
- get_border_color(tObj, img, t010);
+ get_border_color(samp, img, t010);
}
else {
- img->FetchTexelf(img, i0, j1, k0, t010);
+ swImg->FetchTexel(swImg, i0, j1, k0, t010);
}
if (useBorderColor & (I1BIT | J1BIT | K0BIT)) {
- get_border_color(tObj, img, t110);
+ get_border_color(samp, img, t110);
}
else {
- img->FetchTexelf(img, i1, j1, k0, t110);
+ swImg->FetchTexel(swImg, i1, j1, k0, t110);
}
if (useBorderColor & (I0BIT | J0BIT | K1BIT)) {
- get_border_color(tObj, img, t001);
+ get_border_color(samp, img, t001);
}
else {
- img->FetchTexelf(img, i0, j0, k1, t001);
+ swImg->FetchTexel(swImg, i0, j0, k1, t001);
}
if (useBorderColor & (I1BIT | J0BIT | K1BIT)) {
- get_border_color(tObj, img, t101);
+ get_border_color(samp, img, t101);
}
else {
- img->FetchTexelf(img, i1, j0, k1, t101);
+ swImg->FetchTexel(swImg, i1, j0, k1, t101);
}
if (useBorderColor & (I0BIT | J1BIT | K1BIT)) {
- get_border_color(tObj, img, t011);
+ get_border_color(samp, img, t011);
}
else {
- img->FetchTexelf(img, i0, j1, k1, t011);
+ swImg->FetchTexel(swImg, i0, j1, k1, t011);
}
if (useBorderColor & (I1BIT | J1BIT | K1BIT)) {
- get_border_color(tObj, img, t111);
+ get_border_color(samp, img, t111);
}
else {
- img->FetchTexelf(img, i1, j1, k1, t111);
+ swImg->FetchTexel(swImg, i1, j1, k1, t111);
}
/* trilinear interpolation of samples */
static void
-sample_3d_nearest_mipmap_nearest(GLcontext *ctx,
+sample_3d_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4] )
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
- sample_3d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ sample_3d_nearest(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
-sample_3d_linear_mipmap_nearest(GLcontext *ctx,
+sample_3d_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
- sample_3d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ sample_3d_linear(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
-sample_3d_nearest_mipmap_linear(GLcontext *ctx,
+sample_3d_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = linear_mipmap_level(tObj, lambda[i]);
if (level >= tObj->_MaxLevel) {
- sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ sample_3d_nearest(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
- sample_3d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
- sample_3d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ sample_3d_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
+ sample_3d_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
static void
-sample_3d_linear_mipmap_linear(GLcontext *ctx,
+sample_3d_linear_mipmap_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = linear_mipmap_level(tObj, lambda[i]);
if (level >= tObj->_MaxLevel) {
- sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ sample_3d_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
- sample_3d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
- sample_3d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ sample_3d_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
+ sample_3d_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
/** Sample 3D texture, nearest filtering for both min/magnification */
static void
-sample_nearest_3d(GLcontext *ctx,
+sample_nearest_3d(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
{
GLuint i;
- struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *image = _mesa_base_tex_image(tObj);
(void) lambda;
for (i = 0; i < n; i++) {
- sample_3d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ sample_3d_nearest(ctx, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 3D texture, linear filtering for both min/magnification */
static void
-sample_linear_3d(GLcontext *ctx,
+sample_linear_3d(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *image = _mesa_base_tex_image(tObj);
(void) lambda;
for (i = 0; i < n; i++) {
- sample_3d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ sample_3d_linear(ctx, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 3D texture, using lambda to choose between min/magnification */
static void
-sample_lambda_3d(GLcontext *ctx,
+sample_lambda_3d(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
- ASSERT(lambda != NULL);
- compute_min_mag_ranges(tObj, n, lambda,
+ assert(lambda != NULL);
+ compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
GLuint m = minEnd - minStart;
- switch (tObj->MinFilter) {
+ switch (samp->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
- sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_3d_nearest(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
- sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_3d_linear(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
- sample_3d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ sample_3d_nearest_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
- sample_3d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ sample_3d_linear_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
- sample_3d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ sample_3d_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
- sample_3d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ sample_3d_linear_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
default:
if (magStart < magEnd) {
/* do the magnified texels */
- switch (tObj->MagFilter) {
+ switch (samp->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
- sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_3d_nearest(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
- sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_3d_linear(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
default:
const GLfloat rx = texcoord[0];
const GLfloat ry = texcoord[1];
const GLfloat rz = texcoord[2];
- const GLfloat arx = FABSF(rx), ary = FABSF(ry), arz = FABSF(rz);
+ const GLfloat arx = fabsf(rx), ary = fabsf(ry), arz = fabsf(rz);
GLuint face;
GLfloat sc, tc, ma;
static void
-sample_nearest_cube(GLcontext *ctx,
+sample_nearest_cube(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
const struct gl_texture_image **images;
GLfloat newCoord[4];
images = choose_cube_face(tObj, texcoords[i], newCoord);
- sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel],
+ sample_2d_nearest(ctx, samp, images[tObj->BaseLevel],
newCoord, rgba[i]);
}
+ if (is_depth_texture(tObj)) {
+ for (i = 0; i < n; i++) {
+ apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
+ }
+ }
}
static void
-sample_linear_cube(GLcontext *ctx,
+sample_linear_cube(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
const struct gl_texture_image **images;
GLfloat newCoord[4];
images = choose_cube_face(tObj, texcoords[i], newCoord);
- sample_2d_linear(ctx, tObj, images[tObj->BaseLevel],
+ sample_2d_linear(ctx, samp, images[tObj->BaseLevel],
newCoord, rgba[i]);
}
+ if (is_depth_texture(tObj)) {
+ for (i = 0; i < n; i++) {
+ apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
+ }
+ }
}
static void
-sample_cube_nearest_mipmap_nearest(GLcontext *ctx,
+sample_cube_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
const struct gl_texture_image **images;
GLfloat newCoord[4];
level = nearest_mipmap_level(tObj, lambda[i]);
level = MAX2(level - 1, 0);
- sample_2d_nearest(ctx, tObj, images[level], newCoord, rgba[i]);
+ sample_2d_nearest(ctx, samp, images[level], newCoord, rgba[i]);
+ }
+ if (is_depth_texture(tObj)) {
+ for (i = 0; i < n; i++) {
+ apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
+ }
}
}
static void
-sample_cube_linear_mipmap_nearest(GLcontext *ctx,
+sample_cube_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
const struct gl_texture_image **images;
GLfloat newCoord[4];
GLint level = nearest_mipmap_level(tObj, lambda[i]);
level = MAX2(level - 1, 0); /* see comment above */
images = choose_cube_face(tObj, texcoord[i], newCoord);
- sample_2d_linear(ctx, tObj, images[level], newCoord, rgba[i]);
+ sample_2d_linear(ctx, samp, images[level], newCoord, rgba[i]);
+ }
+ if (is_depth_texture(tObj)) {
+ for (i = 0; i < n; i++) {
+ apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
+ }
}
}
static void
-sample_cube_nearest_mipmap_linear(GLcontext *ctx,
+sample_cube_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
const struct gl_texture_image **images;
GLfloat newCoord[4];
level = MAX2(level - 1, 0); /* see comment above */
images = choose_cube_face(tObj, texcoord[i], newCoord);
if (level >= tObj->_MaxLevel) {
- sample_2d_nearest(ctx, tObj, images[tObj->_MaxLevel],
+ sample_2d_nearest(ctx, samp, images[tObj->_MaxLevel],
newCoord, rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
- sample_2d_nearest(ctx, tObj, images[level ], newCoord, t0);
- sample_2d_nearest(ctx, tObj, images[level+1], newCoord, t1);
+ sample_2d_nearest(ctx, samp, images[level ], newCoord, t0);
+ sample_2d_nearest(ctx, samp, images[level+1], newCoord, t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
+ if (is_depth_texture(tObj)) {
+ for (i = 0; i < n; i++) {
+ apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
+ }
+ }
}
static void
-sample_cube_linear_mipmap_linear(GLcontext *ctx,
+sample_cube_linear_mipmap_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
const struct gl_texture_image **images;
GLfloat newCoord[4];
level = MAX2(level - 1, 0); /* see comment above */
images = choose_cube_face(tObj, texcoord[i], newCoord);
if (level >= tObj->_MaxLevel) {
- sample_2d_linear(ctx, tObj, images[tObj->_MaxLevel],
+ sample_2d_linear(ctx, samp, images[tObj->_MaxLevel],
newCoord, rgba[i]);
}
else {
GLfloat t0[4], t1[4];
const GLfloat f = FRAC(lambda[i]);
- sample_2d_linear(ctx, tObj, images[level ], newCoord, t0);
- sample_2d_linear(ctx, tObj, images[level+1], newCoord, t1);
+ sample_2d_linear(ctx, samp, images[level ], newCoord, t0);
+ sample_2d_linear(ctx, samp, images[level+1], newCoord, t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
+ if (is_depth_texture(tObj)) {
+ for (i = 0; i < n; i++) {
+ apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
+ }
+ }
}
/** Sample cube texture, using lambda to choose between min/magnification */
static void
-sample_lambda_cube(GLcontext *ctx,
+sample_lambda_cube(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
- ASSERT(lambda != NULL);
- compute_min_mag_ranges(tObj, n, lambda,
+ assert(lambda != NULL);
+ compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
const GLuint m = minEnd - minStart;
- switch (tObj->MinFilter) {
+ switch (samp->MinFilter) {
case GL_NEAREST:
- sample_nearest_cube(ctx, tObj, m, texcoords + minStart,
+ sample_nearest_cube(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR:
- sample_linear_cube(ctx, tObj, m, texcoords + minStart,
+ sample_linear_cube(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_NEAREST:
- sample_cube_nearest_mipmap_nearest(ctx, tObj, m,
+ sample_cube_nearest_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
- sample_cube_linear_mipmap_nearest(ctx, tObj, m,
+ sample_cube_linear_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
- sample_cube_nearest_mipmap_linear(ctx, tObj, m,
+ sample_cube_nearest_mipmap_linear(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
- sample_cube_linear_mipmap_linear(ctx, tObj, m,
+ sample_cube_linear_mipmap_linear(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
default:
_mesa_problem(ctx, "Bad min filter in sample_lambda_cube");
+ break;
}
}
if (magStart < magEnd) {
/* do the magnified texels */
const GLuint m = magEnd - magStart;
- switch (tObj->MagFilter) {
+ switch (samp->MagFilter) {
case GL_NEAREST:
- sample_nearest_cube(ctx, tObj, m, texcoords + magStart,
+ sample_nearest_cube(ctx, samp, tObj, m, texcoords + magStart,
lambda + magStart, rgba + magStart);
break;
case GL_LINEAR:
- sample_linear_cube(ctx, tObj, m, texcoords + magStart,
+ sample_linear_cube(ctx, samp, tObj, m, texcoords + magStart,
lambda + magStart, rgba + magStart);
break;
default:
_mesa_problem(ctx, "Bad mag filter in sample_lambda_cube");
+ break;
}
}
}
static void
-sample_nearest_rect(GLcontext *ctx,
+sample_nearest_rect(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][0];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width;
const GLint height = img->Height;
GLuint i;
(void) ctx;
(void) lambda;
- ASSERT(tObj->WrapS == GL_CLAMP ||
- tObj->WrapS == GL_CLAMP_TO_EDGE ||
- tObj->WrapS == GL_CLAMP_TO_BORDER);
- ASSERT(tObj->WrapT == GL_CLAMP ||
- tObj->WrapT == GL_CLAMP_TO_EDGE ||
- tObj->WrapT == GL_CLAMP_TO_BORDER);
- ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
+ assert(samp->WrapS == GL_CLAMP ||
+ samp->WrapS == GL_CLAMP_TO_EDGE ||
+ samp->WrapS == GL_CLAMP_TO_BORDER);
+ assert(samp->WrapT == GL_CLAMP ||
+ samp->WrapT == GL_CLAMP_TO_EDGE ||
+ samp->WrapT == GL_CLAMP_TO_BORDER);
for (i = 0; i < n; i++) {
GLint row, col;
- col = clamp_rect_coord_nearest(tObj->WrapS, texcoords[i][0], width);
- row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height);
+ col = clamp_rect_coord_nearest(samp->WrapS, texcoords[i][0], width);
+ row = clamp_rect_coord_nearest(samp->WrapT, texcoords[i][1], height);
if (col < 0 || col >= width || row < 0 || row >= height)
- get_border_color(tObj, img, rgba[i]);
+ get_border_color(samp, img, rgba[i]);
else
- img->FetchTexelf(img, col, row, 0, rgba[i]);
+ swImg->FetchTexel(swImg, col, row, 0, rgba[i]);
}
}
static void
-sample_linear_rect(GLcontext *ctx,
+sample_linear_rect(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][0];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width;
const GLint height = img->Height;
GLuint i;
(void) ctx;
(void) lambda;
- ASSERT(tObj->WrapS == GL_CLAMP ||
- tObj->WrapS == GL_CLAMP_TO_EDGE ||
- tObj->WrapS == GL_CLAMP_TO_BORDER);
- ASSERT(tObj->WrapT == GL_CLAMP ||
- tObj->WrapT == GL_CLAMP_TO_EDGE ||
- tObj->WrapT == GL_CLAMP_TO_BORDER);
- ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
+ assert(samp->WrapS == GL_CLAMP ||
+ samp->WrapS == GL_CLAMP_TO_EDGE ||
+ samp->WrapS == GL_CLAMP_TO_BORDER);
+ assert(samp->WrapT == GL_CLAMP ||
+ samp->WrapT == GL_CLAMP_TO_EDGE ||
+ samp->WrapT == GL_CLAMP_TO_BORDER);
for (i = 0; i < n; i++) {
GLint i0, j0, i1, j1;
GLfloat a, b;
GLbitfield useBorderColor = 0x0;
- clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0], width,
+ clamp_rect_coord_linear(samp->WrapS, texcoords[i][0], width,
&i0, &i1, &a);
- clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1], height,
+ clamp_rect_coord_linear(samp->WrapT, texcoords[i][1], height,
&j0, &j1, &b);
/* compute integer rows/columns */
/* get four texel samples */
if (useBorderColor & (I0BIT | J0BIT))
- get_border_color(tObj, img, t00);
+ get_border_color(samp, img, t00);
else
- img->FetchTexelf(img, i0, j0, 0, t00);
+ swImg->FetchTexel(swImg, i0, j0, 0, t00);
if (useBorderColor & (I1BIT | J0BIT))
- get_border_color(tObj, img, t10);
+ get_border_color(samp, img, t10);
else
- img->FetchTexelf(img, i1, j0, 0, t10);
+ swImg->FetchTexel(swImg, i1, j0, 0, t10);
if (useBorderColor & (I0BIT | J1BIT))
- get_border_color(tObj, img, t01);
+ get_border_color(samp, img, t01);
else
- img->FetchTexelf(img, i0, j1, 0, t01);
+ swImg->FetchTexel(swImg, i0, j1, 0, t01);
if (useBorderColor & (I1BIT | J1BIT))
- get_border_color(tObj, img, t11);
+ get_border_color(samp, img, t11);
else
- img->FetchTexelf(img, i1, j1, 0, t11);
+ swImg->FetchTexel(swImg, i1, j1, 0, t11);
lerp_rgba_2d(rgba[i], a, b, t00, t10, t01, t11);
}
/** Sample Rect texture, using lambda to choose between min/magnification */
static void
-sample_lambda_rect(GLcontext *ctx,
+sample_lambda_rect(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
/* We only need lambda to decide between minification and magnification.
* There is no mipmapping with rectangular textures.
*/
- compute_min_mag_ranges(tObj, n, lambda,
+ compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
- if (tObj->MinFilter == GL_NEAREST) {
- sample_nearest_rect(ctx, tObj, minEnd - minStart,
+ if (samp->MinFilter == GL_NEAREST) {
+ sample_nearest_rect(ctx, samp, tObj, minEnd - minStart,
texcoords + minStart, NULL, rgba + minStart);
}
else {
- sample_linear_rect(ctx, tObj, minEnd - minStart,
+ sample_linear_rect(ctx, samp, tObj, minEnd - minStart,
texcoords + minStart, NULL, rgba + minStart);
}
}
if (magStart < magEnd) {
- if (tObj->MagFilter == GL_NEAREST) {
- sample_nearest_rect(ctx, tObj, magEnd - magStart,
+ if (samp->MagFilter == GL_NEAREST) {
+ sample_nearest_rect(ctx, samp, tObj, magEnd - magStart,
texcoords + magStart, NULL, rgba + magStart);
}
else {
- sample_linear_rect(ctx, tObj, magEnd - magStart,
+ sample_linear_rect(ctx, samp, tObj, magEnd - magStart,
texcoords + magStart, NULL, rgba + magStart);
}
}
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
*/
static void
-sample_2d_array_nearest(GLcontext *ctx,
- const struct gl_texture_object *tObj,
+sample_2d_array_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height2; /* without border, power of two */
const GLint depth = img->Depth;
GLint array;
(void) ctx;
- i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
- j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]);
+ i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
+ j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]);
array = tex_array_slice(texcoord[2], depth);
if (i < 0 || i >= (GLint) img->Width ||
j < 0 || j >= (GLint) img->Height ||
array < 0 || array >= (GLint) img->Depth) {
/* Need this test for GL_CLAMP_TO_BORDER mode */
- get_border_color(tObj, img, rgba);
+ get_border_color(samp, img, rgba);
}
else {
- img->FetchTexelf(img, i, j, array, rgba);
+ swImg->FetchTexel(swImg, i, j, array, rgba);
}
}
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
-sample_2d_array_linear(GLcontext *ctx,
- const struct gl_texture_object *tObj,
+sample_2d_array_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height2;
const GLint depth = img->Depth;
GLfloat a, b;
GLfloat t00[4], t01[4], t10[4], t11[4];
- linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
- linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b);
+ linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+ linear_texel_locations(samp->WrapT, img, height, texcoord[1], &j0, &j1, &b);
array = tex_array_slice(texcoord[2], depth);
if (array < 0 || array >= depth) {
- COPY_4V(rgba, tObj->BorderColor.f);
+ COPY_4V(rgba, samp->BorderColor.f);
}
else {
if (img->Border) {
/* Fetch texels */
if (useBorderColor & (I0BIT | J0BIT)) {
- get_border_color(tObj, img, t00);
+ get_border_color(samp, img, t00);
}
else {
- img->FetchTexelf(img, i0, j0, array, t00);
+ swImg->FetchTexel(swImg, i0, j0, array, t00);
}
if (useBorderColor & (I1BIT | J0BIT)) {
- get_border_color(tObj, img, t10);
+ get_border_color(samp, img, t10);
}
else {
- img->FetchTexelf(img, i1, j0, array, t10);
+ swImg->FetchTexel(swImg, i1, j0, array, t10);
}
if (useBorderColor & (I0BIT | J1BIT)) {
- get_border_color(tObj, img, t01);
+ get_border_color(samp, img, t01);
}
else {
- img->FetchTexelf(img, i0, j1, array, t01);
+ swImg->FetchTexel(swImg, i0, j1, array, t01);
}
if (useBorderColor & (I1BIT | J1BIT)) {
- get_border_color(tObj, img, t11);
+ get_border_color(samp, img, t11);
}
else {
- img->FetchTexelf(img, i1, j1, array, t11);
+ swImg->FetchTexel(swImg, i1, j1, array, t11);
}
/* trilinear interpolation of samples */
static void
-sample_2d_array_nearest_mipmap_nearest(GLcontext *ctx,
+sample_2d_array_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
- sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i],
+ sample_2d_array_nearest(ctx, samp, tObj->Image[0][level], texcoord[i],
rgba[i]);
}
}
static void
-sample_2d_array_linear_mipmap_nearest(GLcontext *ctx,
+sample_2d_array_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
- sample_2d_array_linear(ctx, tObj, tObj->Image[0][level],
+ sample_2d_array_linear(ctx, samp, tObj->Image[0][level],
texcoord[i], rgba[i]);
}
}
static void
-sample_2d_array_nearest_mipmap_linear(GLcontext *ctx,
+sample_2d_array_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = linear_mipmap_level(tObj, lambda[i]);
if (level >= tObj->_MaxLevel) {
- sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ sample_2d_array_nearest(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
- sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level ],
+ sample_2d_array_nearest(ctx, samp, tObj->Image[0][level ],
texcoord[i], t0);
- sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level+1],
+ sample_2d_array_nearest(ctx, samp, tObj->Image[0][level+1],
texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
static void
-sample_2d_array_linear_mipmap_linear(GLcontext *ctx,
+sample_2d_array_linear_mipmap_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = linear_mipmap_level(tObj, lambda[i]);
if (level >= tObj->_MaxLevel) {
- sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ sample_2d_array_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
- sample_2d_array_linear(ctx, tObj, tObj->Image[0][level ],
+ sample_2d_array_linear(ctx, samp, tObj->Image[0][level ],
texcoord[i], t0);
- sample_2d_array_linear(ctx, tObj, tObj->Image[0][level+1],
+ sample_2d_array_linear(ctx, samp, tObj->Image[0][level+1],
texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
/** Sample 2D Array texture, nearest filtering for both min/magnification */
static void
-sample_nearest_2d_array(GLcontext *ctx,
+sample_nearest_2d_array(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
{
GLuint i;
- struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *image = _mesa_base_tex_image(tObj);
(void) lambda;
for (i = 0; i < n; i++) {
- sample_2d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ sample_2d_array_nearest(ctx, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 2D Array texture, linear filtering for both min/magnification */
static void
-sample_linear_2d_array(GLcontext *ctx,
+sample_linear_2d_array(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *image = _mesa_base_tex_image(tObj);
(void) lambda;
for (i = 0; i < n; i++) {
- sample_2d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ sample_2d_array_linear(ctx, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 2D Array texture, using lambda to choose between min/magnification */
static void
-sample_lambda_2d_array(GLcontext *ctx,
+sample_lambda_2d_array(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
- ASSERT(lambda != NULL);
- compute_min_mag_ranges(tObj, n, lambda,
+ assert(lambda != NULL);
+ compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
GLuint m = minEnd - minStart;
- switch (tObj->MinFilter) {
+ switch (samp->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
- sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_2d_array_nearest(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
- sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_2d_array_linear(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
- sample_2d_array_nearest_mipmap_nearest(ctx, tObj, m,
+ sample_2d_array_nearest_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
- sample_2d_array_linear_mipmap_nearest(ctx, tObj, m,
+ sample_2d_array_linear_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
- sample_2d_array_nearest_mipmap_linear(ctx, tObj, m,
+ sample_2d_array_nearest_mipmap_linear(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
- sample_2d_array_linear_mipmap_linear(ctx, tObj, m,
+ sample_2d_array_linear_mipmap_linear(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
if (magStart < magEnd) {
/* do the magnified texels */
- switch (tObj->MagFilter) {
+ switch (samp->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
- sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_2d_array_nearest(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
- sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_2d_array_linear(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
default:
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
*/
static void
-sample_1d_array_nearest(GLcontext *ctx,
- const struct gl_texture_object *tObj,
+sample_1d_array_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height;
GLint i;
GLint array;
(void) ctx;
- i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
+ i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
array = tex_array_slice(texcoord[1], height);
if (i < 0 || i >= (GLint) img->Width ||
array < 0 || array >= (GLint) img->Height) {
/* Need this test for GL_CLAMP_TO_BORDER mode */
- get_border_color(tObj, img, rgba);
+ get_border_color(samp, img, rgba);
}
else {
- img->FetchTexelf(img, i, array, 0, rgba);
+ swImg->FetchTexel(swImg, i, array, 0, rgba);
}
}
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
-sample_1d_array_linear(GLcontext *ctx,
- const struct gl_texture_object *tObj,
+sample_1d_array_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height;
GLint i0, i1;
GLfloat a;
GLfloat t0[4], t1[4];
- linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+ linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a);
array = tex_array_slice(texcoord[1], height);
if (img->Border) {
/* Fetch texels */
if (useBorderColor & (I0BIT | K0BIT)) {
- get_border_color(tObj, img, t0);
+ get_border_color(samp, img, t0);
}
else {
- img->FetchTexelf(img, i0, array, 0, t0);
+ swImg->FetchTexel(swImg, i0, array, 0, t0);
}
if (useBorderColor & (I1BIT | K0BIT)) {
- get_border_color(tObj, img, t1);
+ get_border_color(samp, img, t1);
}
else {
- img->FetchTexelf(img, i1, array, 0, t1);
+ swImg->FetchTexel(swImg, i1, array, 0, t1);
}
/* bilinear interpolation of samples */
static void
-sample_1d_array_nearest_mipmap_nearest(GLcontext *ctx,
+sample_1d_array_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
- sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i],
+ sample_1d_array_nearest(ctx, samp, tObj->Image[0][level], texcoord[i],
rgba[i]);
}
}
static void
-sample_1d_array_linear_mipmap_nearest(GLcontext *ctx,
+sample_1d_array_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
- sample_1d_array_linear(ctx, tObj, tObj->Image[0][level],
+ sample_1d_array_linear(ctx, samp, tObj->Image[0][level],
texcoord[i], rgba[i]);
}
}
static void
-sample_1d_array_nearest_mipmap_linear(GLcontext *ctx,
+sample_1d_array_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = linear_mipmap_level(tObj, lambda[i]);
if (level >= tObj->_MaxLevel) {
- sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ sample_1d_array_nearest(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
- sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
- sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ sample_1d_array_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
+ sample_1d_array_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
static void
-sample_1d_array_linear_mipmap_linear(GLcontext *ctx,
+sample_1d_array_linear_mipmap_linear(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- ASSERT(lambda != NULL);
+ assert(lambda != NULL);
for (i = 0; i < n; i++) {
GLint level = linear_mipmap_level(tObj, lambda[i]);
if (level >= tObj->_MaxLevel) {
- sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ sample_1d_array_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
- sample_1d_array_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
- sample_1d_array_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ sample_1d_array_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
+ sample_1d_array_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
/** Sample 1D Array texture, nearest filtering for both min/magnification */
static void
-sample_nearest_1d_array(GLcontext *ctx,
+sample_nearest_1d_array(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
{
GLuint i;
- struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *image = _mesa_base_tex_image(tObj);
(void) lambda;
for (i = 0; i < n; i++) {
- sample_1d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ sample_1d_array_nearest(ctx, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 1D Array texture, linear filtering for both min/magnification */
static void
-sample_linear_1d_array(GLcontext *ctx,
+sample_linear_1d_array(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
- struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ const struct gl_texture_image *image = _mesa_base_tex_image(tObj);
(void) lambda;
for (i = 0; i < n; i++) {
- sample_1d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ sample_1d_array_linear(ctx, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 1D Array texture, using lambda to choose between min/magnification */
static void
-sample_lambda_1d_array(GLcontext *ctx,
+sample_lambda_1d_array(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
- ASSERT(lambda != NULL);
- compute_min_mag_ranges(tObj, n, lambda,
+ assert(lambda != NULL);
+ compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
GLuint m = minEnd - minStart;
- switch (tObj->MinFilter) {
+ switch (samp->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
- sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_1d_array_nearest(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
- sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_1d_array_linear(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
- sample_1d_array_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ sample_1d_array_nearest_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
- sample_1d_array_linear_mipmap_nearest(ctx, tObj, m,
+ sample_1d_array_linear_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
- sample_1d_array_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ sample_1d_array_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
- sample_1d_array_linear_mipmap_linear(ctx, tObj, m,
+ sample_1d_array_linear_mipmap_linear(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
if (magStart < magEnd) {
/* do the magnified texels */
- switch (tObj->MagFilter) {
+ switch (samp->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
- sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_1d_array_nearest(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
- sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ sample_1d_array_linear(ctx, samp, _mesa_base_tex_image(tObj),
texcoords[i], rgba[i]);
break;
default:
/**
- * Compare texcoord against depth sample. Return 1.0 or the ambient value.
+ * Compare texcoord against depth sample. Return 1.0 or 0.0 value.
*/
-static INLINE GLfloat
-shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample,
- GLfloat ambient)
+static GLfloat
+shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample)
{
switch (function) {
case GL_LEQUAL:
- return (coord <= depthSample) ? 1.0F : ambient;
+ return (coord <= depthSample) ? 1.0F : 0.0F;
case GL_GEQUAL:
- return (coord >= depthSample) ? 1.0F : ambient;
+ return (coord >= depthSample) ? 1.0F : 0.0F;
case GL_LESS:
- return (coord < depthSample) ? 1.0F : ambient;
+ return (coord < depthSample) ? 1.0F : 0.0F;
case GL_GREATER:
- return (coord > depthSample) ? 1.0F : ambient;
+ return (coord > depthSample) ? 1.0F : 0.0F;
case GL_EQUAL:
- return (coord == depthSample) ? 1.0F : ambient;
+ return (coord == depthSample) ? 1.0F : 0.0F;
case GL_NOTEQUAL:
- return (coord != depthSample) ? 1.0F : ambient;
+ return (coord != depthSample) ? 1.0F : 0.0F;
case GL_ALWAYS:
return 1.0F;
case GL_NEVER:
- return ambient;
+ return 0.0F;
case GL_NONE:
return depthSample;
default:
_mesa_problem(NULL, "Bad compare func in shadow_compare");
- return ambient;
+ return 0.0F;
}
}
/**
* Compare texcoord against four depth samples.
*/
-static INLINE GLfloat
+static GLfloat
shadow_compare4(GLenum function, GLfloat coord,
GLfloat depth00, GLfloat depth01,
GLfloat depth10, GLfloat depth11,
- GLfloat ambient, GLfloat wi, GLfloat wj)
+ GLfloat wi, GLfloat wj)
{
- const GLfloat d = (1.0F - (GLfloat) ambient) * 0.25F;
+ const GLfloat d = 0.25F;
GLfloat luminance = 1.0F;
switch (function) {
case GL_LEQUAL:
- if (depth00 <= coord) luminance -= d;
- if (depth01 <= coord) luminance -= d;
- if (depth10 <= coord) luminance -= d;
- if (depth11 <= coord) luminance -= d;
+ if (coord > depth00) luminance -= d;
+ if (coord > depth01) luminance -= d;
+ if (coord > depth10) luminance -= d;
+ if (coord > depth11) luminance -= d;
return luminance;
case GL_GEQUAL:
- if (depth00 >= coord) luminance -= d;
- if (depth01 >= coord) luminance -= d;
- if (depth10 >= coord) luminance -= d;
- if (depth11 >= coord) luminance -= d;
+ if (coord < depth00) luminance -= d;
+ if (coord < depth01) luminance -= d;
+ if (coord < depth10) luminance -= d;
+ if (coord < depth11) luminance -= d;
return luminance;
case GL_LESS:
- if (depth00 < coord) luminance -= d;
- if (depth01 < coord) luminance -= d;
- if (depth10 < coord) luminance -= d;
- if (depth11 < coord) luminance -= d;
+ if (coord >= depth00) luminance -= d;
+ if (coord >= depth01) luminance -= d;
+ if (coord >= depth10) luminance -= d;
+ if (coord >= depth11) luminance -= d;
return luminance;
case GL_GREATER:
- if (depth00 > coord) luminance -= d;
- if (depth01 > coord) luminance -= d;
- if (depth10 > coord) luminance -= d;
- if (depth11 > coord) luminance -= d;
+ if (coord <= depth00) luminance -= d;
+ if (coord <= depth01) luminance -= d;
+ if (coord <= depth10) luminance -= d;
+ if (coord <= depth11) luminance -= d;
return luminance;
case GL_EQUAL:
- if (depth00 == coord) luminance -= d;
- if (depth01 == coord) luminance -= d;
- if (depth10 == coord) luminance -= d;
- if (depth11 == coord) luminance -= d;
+ if (coord != depth00) luminance -= d;
+ if (coord != depth01) luminance -= d;
+ if (coord != depth10) luminance -= d;
+ if (coord != depth11) luminance -= d;
return luminance;
case GL_NOTEQUAL:
- if (depth00 != coord) luminance -= d;
- if (depth01 != coord) luminance -= d;
- if (depth10 != coord) luminance -= d;
- if (depth11 != coord) luminance -= d;
+ if (coord == depth00) luminance -= d;
+ if (coord == depth01) luminance -= d;
+ if (coord == depth10) luminance -= d;
+ if (coord == depth11) luminance -= d;
return luminance;
case GL_ALWAYS:
- return 0.0;
+ return 1.0F;
case GL_NEVER:
- return ambient;
+ return 0.0F;
case GL_NONE:
/* ordinary bilinear filtering */
return lerp_2d(wi, wj, depth00, depth10, depth01, depth11);
default:
- _mesa_problem(NULL, "Bad compare func in sample_depth_texture");
+ _mesa_problem(NULL, "Bad compare func in sample_compare4");
return 0.0F;
}
}
* Choose the mipmap level to use when sampling from a depth texture.
*/
static int
-choose_depth_texture_level(const struct gl_texture_object *tObj, GLfloat lambda)
+choose_depth_texture_level(const struct gl_sampler_object *samp,
+ const struct gl_texture_object *tObj, GLfloat lambda)
{
GLint level;
- lambda = CLAMP(lambda, tObj->MinLod, tObj->MaxLod);
-
- level = (GLint) lambda;
-
- level = CLAMP(level, tObj->BaseLevel, tObj->_MaxLevel);
+ if (samp->MinFilter == GL_NEAREST || samp->MinFilter == GL_LINEAR) {
+ /* no mipmapping - use base level */
+ level = tObj->BaseLevel;
+ }
+ else {
+ /* choose mipmap level */
+ lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod);
+ level = (GLint) lambda;
+ level = CLAMP(level, tObj->BaseLevel, tObj->_MaxLevel);
+ }
return level;
}
* check for minification vs. magnification, etc.
*/
static void
-sample_depth_texture( GLcontext *ctx,
+sample_depth_texture( struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat texel[][4] )
{
- const GLint level = choose_depth_texture_level(tObj, lambda[0]);
+ const GLint level = choose_depth_texture_level(samp, tObj, lambda[0]);
const struct gl_texture_image *img = tObj->Image[0][level];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width;
const GLint height = img->Height;
const GLint depth = img->Depth;
const GLuint compare_coord = (tObj->Target == GL_TEXTURE_2D_ARRAY_EXT)
? 3 : 2;
- GLfloat ambient;
GLenum function;
GLfloat result;
- ASSERT(img->_BaseFormat == GL_DEPTH_COMPONENT ||
+ assert(img->_BaseFormat == GL_DEPTH_COMPONENT ||
img->_BaseFormat == GL_DEPTH_STENCIL_EXT);
- ASSERT(tObj->Target == GL_TEXTURE_1D ||
+ assert(tObj->Target == GL_TEXTURE_1D ||
tObj->Target == GL_TEXTURE_2D ||
tObj->Target == GL_TEXTURE_RECTANGLE_NV ||
tObj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
- tObj->Target == GL_TEXTURE_2D_ARRAY_EXT);
-
- ambient = tObj->CompareFailValue;
+ tObj->Target == GL_TEXTURE_2D_ARRAY_EXT ||
+ tObj->Target == GL_TEXTURE_CUBE_MAP);
- /* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */
+ /* XXXX if samp->MinFilter != samp->MagFilter, we're ignoring lambda */
- function = (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ?
- tObj->CompareFunc : GL_NONE;
+ function = (samp->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ?
+ samp->CompareFunc : GL_NONE;
- if (tObj->MagFilter == GL_NEAREST) {
+ if (samp->MagFilter == GL_NEAREST) {
GLuint i;
for (i = 0; i < n; i++) {
- GLfloat depthSample;
+ GLfloat depthSample, depthRef;
GLint col, row, slice;
- nearest_texcoord(tObj, level, texcoords[i], &col, &row, &slice);
+ nearest_texcoord(samp, tObj, level, texcoords[i], &col, &row, &slice);
if (col >= 0 && row >= 0 && col < width && row < height &&
slice >= 0 && slice < depth) {
- img->FetchTexelf(img, col, row, slice, &depthSample);
+ swImg->FetchTexel(swImg, col, row, slice, &depthSample);
}
else {
- depthSample = tObj->BorderColor.f[0];
+ depthSample = samp->BorderColor.f[0];
}
- result = shadow_compare(function, texcoords[i][compare_coord],
- depthSample, ambient);
-
- switch (tObj->DepthMode) {
- case GL_LUMINANCE:
- ASSIGN_4V(texel[i], result, result, result, 1.0F);
- break;
- case GL_INTENSITY:
- ASSIGN_4V(texel[i], result, result, result, result);
- break;
- case GL_ALPHA:
- ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result);
- break;
- default:
- _mesa_problem(ctx, "Bad depth texture mode");
- }
+ depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F);
+
+ result = shadow_compare(function, depthRef, depthSample);
+
+ apply_depth_mode(tObj->DepthMode, result, texel[i]);
}
}
else {
GLuint i;
- ASSERT(tObj->MagFilter == GL_LINEAR);
+ assert(samp->MagFilter == GL_LINEAR);
for (i = 0; i < n; i++) {
- GLfloat depth00, depth01, depth10, depth11;
+ GLfloat depth00, depth01, depth10, depth11, depthRef;
GLint i0, i1, j0, j1;
GLint slice;
GLfloat wi, wj;
GLuint useBorderTexel;
- linear_texcoord(tObj, level, texcoords[i], &i0, &i1, &j0, &j1, &slice,
+ linear_texcoord(samp, tObj, level, texcoords[i], &i0, &i1, &j0, &j1, &slice,
&wi, &wj);
useBorderTexel = 0;
}
if (slice < 0 || slice >= (GLint) depth) {
- depth00 = tObj->BorderColor.f[0];
- depth01 = tObj->BorderColor.f[0];
- depth10 = tObj->BorderColor.f[0];
- depth11 = tObj->BorderColor.f[0];
+ depth00 = samp->BorderColor.f[0];
+ depth01 = samp->BorderColor.f[0];
+ depth10 = samp->BorderColor.f[0];
+ depth11 = samp->BorderColor.f[0];
}
else {
/* get four depth samples from the texture */
if (useBorderTexel & (I0BIT | J0BIT)) {
- depth00 = tObj->BorderColor.f[0];
+ depth00 = samp->BorderColor.f[0];
}
else {
- img->FetchTexelf(img, i0, j0, slice, &depth00);
+ swImg->FetchTexel(swImg, i0, j0, slice, &depth00);
}
if (useBorderTexel & (I1BIT | J0BIT)) {
- depth10 = tObj->BorderColor.f[0];
+ depth10 = samp->BorderColor.f[0];
}
else {
- img->FetchTexelf(img, i1, j0, slice, &depth10);
+ swImg->FetchTexel(swImg, i1, j0, slice, &depth10);
}
if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) {
if (useBorderTexel & (I0BIT | J1BIT)) {
- depth01 = tObj->BorderColor.f[0];
+ depth01 = samp->BorderColor.f[0];
}
else {
- img->FetchTexelf(img, i0, j1, slice, &depth01);
+ swImg->FetchTexel(swImg, i0, j1, slice, &depth01);
}
if (useBorderTexel & (I1BIT | J1BIT)) {
- depth11 = tObj->BorderColor.f[0];
+ depth11 = samp->BorderColor.f[0];
}
else {
- img->FetchTexelf(img, i1, j1, slice, &depth11);
+ swImg->FetchTexel(swImg, i1, j1, slice, &depth11);
}
}
else {
}
}
- result = shadow_compare4(function, texcoords[i][compare_coord],
+ depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F);
+
+ result = shadow_compare4(function, depthRef,
depth00, depth01, depth10, depth11,
- ambient, wi, wj);
-
- switch (tObj->DepthMode) {
- case GL_LUMINANCE:
- ASSIGN_4V(texel[i], result, result, result, 1.0F);
- break;
- case GL_INTENSITY:
- ASSIGN_4V(texel[i], result, result, result, result);
- break;
- case GL_ALPHA:
- ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result);
- break;
- default:
- _mesa_problem(ctx, "Bad depth texture mode");
- }
+ wi, wj);
+ apply_depth_mode(tObj->DepthMode, result, texel[i]);
} /* for */
} /* if filter */
}
* Note: fragment programs don't observe the texture enable/disable flags.
*/
static void
-null_sample_func( GLcontext *ctx,
+null_sample_func( struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
(void) tObj;
(void) texcoords;
(void) lambda;
+ (void) samp;
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = 0;
rgba[i][GCOMP] = 0;
* Choose the texture sampling function for the given texture object.
*/
texture_sample_func
-_swrast_choose_texture_sample_func( GLcontext *ctx,
- const struct gl_texture_object *t )
+_swrast_choose_texture_sample_func( struct gl_context *ctx,
+ const struct gl_texture_object *t,
+ const struct gl_sampler_object *sampler)
{
- if (!t || !t->_Complete) {
+ if (!t || !_mesa_is_texture_complete(t, sampler)) {
return &null_sample_func;
}
else {
- const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
- const GLenum format = t->Image[0][t->BaseLevel]->_BaseFormat;
+ const GLboolean needLambda =
+ (GLboolean) (sampler->MinFilter != sampler->MagFilter);
switch (t->Target) {
case GL_TEXTURE_1D:
- if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ if (is_depth_texture(t)) {
return &sample_depth_texture;
}
else if (needLambda) {
return &sample_lambda_1d;
}
- else if (t->MinFilter == GL_LINEAR) {
+ else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_1d;
}
else {
- ASSERT(t->MinFilter == GL_NEAREST);
+ assert(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_1d;
}
case GL_TEXTURE_2D:
- if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ if (is_depth_texture(t)) {
return &sample_depth_texture;
}
else if (needLambda) {
+ /* Anisotropic filtering extension. Activated only if mipmaps are used */
+ if (sampler->MaxAnisotropy > 1.0 &&
+ sampler->MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
+ return &sample_lambda_2d_aniso;
+ }
return &sample_lambda_2d;
}
- else if (t->MinFilter == GL_LINEAR) {
+ else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_2d;
}
else {
/* check for a few optimized cases */
- const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
- ASSERT(t->MinFilter == GL_NEAREST);
- if (t->WrapS == GL_REPEAT &&
- t->WrapT == GL_REPEAT &&
- img->_IsPowerOfTwo &&
- img->Border == 0 &&
- img->TexFormat == MESA_FORMAT_RGB888) {
- return &opt_sample_rgb_2d;
- }
- else if (t->WrapS == GL_REPEAT &&
- t->WrapT == GL_REPEAT &&
- img->_IsPowerOfTwo &&
- img->Border == 0 &&
- img->TexFormat == MESA_FORMAT_RGBA8888) {
- return &opt_sample_rgba_2d;
- }
- else {
- return &sample_nearest_2d;
+ const struct gl_texture_image *img = _mesa_base_tex_image(t);
+ const struct swrast_texture_image *swImg =
+ swrast_texture_image_const(img);
+ texture_sample_func func;
+
+ assert(sampler->MinFilter == GL_NEAREST);
+ func = &sample_nearest_2d;
+ if (sampler->WrapS == GL_REPEAT &&
+ sampler->WrapT == GL_REPEAT &&
+ swImg->_IsPowerOfTwo &&
+ img->Border == 0) {
+ if (img->TexFormat == MESA_FORMAT_BGR_UNORM8)
+ func = &opt_sample_rgb_2d;
+ else if (img->TexFormat == MESA_FORMAT_A8B8G8R8_UNORM)
+ func = &opt_sample_rgba_2d;
}
+
+ return func;
}
case GL_TEXTURE_3D:
if (needLambda) {
return &sample_lambda_3d;
}
- else if (t->MinFilter == GL_LINEAR) {
+ else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_3d;
}
else {
- ASSERT(t->MinFilter == GL_NEAREST);
+ assert(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_3d;
}
case GL_TEXTURE_CUBE_MAP:
if (needLambda) {
return &sample_lambda_cube;
}
- else if (t->MinFilter == GL_LINEAR) {
+ else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_cube;
}
else {
- ASSERT(t->MinFilter == GL_NEAREST);
+ assert(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_cube;
}
case GL_TEXTURE_RECTANGLE_NV:
- if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ if (is_depth_texture(t)) {
return &sample_depth_texture;
}
else if (needLambda) {
return &sample_lambda_rect;
}
- else if (t->MinFilter == GL_LINEAR) {
+ else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_rect;
}
else {
- ASSERT(t->MinFilter == GL_NEAREST);
+ assert(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_rect;
}
case GL_TEXTURE_1D_ARRAY_EXT:
- if (needLambda) {
+ if (is_depth_texture(t)) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_1d_array;
}
- else if (t->MinFilter == GL_LINEAR) {
+ else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_1d_array;
}
else {
- ASSERT(t->MinFilter == GL_NEAREST);
+ assert(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_1d_array;
}
case GL_TEXTURE_2D_ARRAY_EXT:
- if (needLambda) {
+ if (is_depth_texture(t)) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_2d_array;
}
- else if (t->MinFilter == GL_LINEAR) {
+ else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_2d_array;
}
else {
- ASSERT(t->MinFilter == GL_NEAREST);
+ assert(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_2d_array;
}
default: