X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fswrast%2Fs_texfilter.c;h=dd3761986fdef72387d4f88cd6c4c57c1ffe568a;hb=c5943d6c1cc4eedbea088bc1f611abc153e90524;hp=997c2f4bb79c5c443ed008be194f640c056a1414;hpb=bdbb5f8170f48713b741ad68c26464231a01ca7a;p=mesa.git diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c index 997c2f4bb79..dd3761986fd 100644 --- a/src/mesa/swrast/s_texfilter.c +++ b/src/mesa/swrast/s_texfilter.c @@ -27,7 +27,6 @@ #include "main/context.h" #include "main/colormac.h" #include "main/imports.h" -#include "main/texformat.h" #include "s_context.h" #include "s_texfilter.h" @@ -135,8 +134,11 @@ lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c, /** - * 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)) @@ -157,11 +159,12 @@ linear_texel_locations(GLenum wrapMode, 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); } @@ -283,6 +286,7 @@ 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) { @@ -290,7 +294,7 @@ nearest_texel_location(GLenum 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); @@ -488,42 +492,43 @@ tex_array_slice(GLfloat coord, GLsizei size) /** * 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, + GLuint level, const GLfloat texcoord[4], GLint *i, GLint *j, GLint *k) { - const GLint baseLevel = texObj->BaseLevel; - const struct gl_texture_image *img = texObj->Image[0][baseLevel]; + const struct gl_texture_image *img = texObj->Image[0][level]; const GLint width = img->Width; const GLint height = img->Height; const GLint depth = img->Depth; 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(texObj->Sampler.WrapS, texcoord[0], width); + *j = clamp_rect_coord_nearest(texObj->Sampler.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(texObj->Sampler.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(texObj->Sampler.WrapS, img, width, texcoord[0]); + *j = nearest_texel_location(texObj->Sampler.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(texObj->Sampler.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(texObj->Sampler.WrapS, img, width, texcoord[0]); + *j = nearest_texel_location(texObj->Sampler.WrapT, img, height, texcoord[1]); *k = tex_array_slice(texcoord[2], depth); break; default: @@ -534,39 +539,40 @@ nearest_texcoord(const struct gl_texture_object *texObj, /** * 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, + GLuint level, const GLfloat texcoord[4], GLint *i0, GLint *i1, GLint *j0, GLint *j1, GLint *slice, GLfloat *wi, GLfloat *wj) { - const GLint baseLevel = texObj->BaseLevel; - const struct gl_texture_image *img = texObj->Image[0][baseLevel]; + const struct gl_texture_image *img = texObj->Image[0][level]; const GLint width = img->Width; const GLint height = img->Height; const GLint depth = img->Depth; switch (texObj->Target) { case GL_TEXTURE_RECTANGLE_ARB: - clamp_rect_coord_linear(texObj->WrapS, texcoord[0], + clamp_rect_coord_linear(texObj->Sampler.WrapS, texcoord[0], width, i0, i1, wi); - clamp_rect_coord_linear(texObj->WrapT, texcoord[1], + clamp_rect_coord_linear(texObj->Sampler.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(texObj->Sampler.WrapS, img, width, texcoord[0], i0, i1, wi); - linear_texel_locations(texObj->WrapT, img, height, + linear_texel_locations(texObj->Sampler.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(texObj->Sampler.WrapS, img, width, texcoord[0], i0, i1, wi); *j0 = tex_array_slice(texcoord[1], height); *j1 = *j0; @@ -574,9 +580,9 @@ linear_texcoord(const struct gl_texture_object *texObj, break; case GL_TEXTURE_2D_ARRAY_EXT: - linear_texel_locations(texObj->WrapS, img, width, + linear_texel_locations(texObj->Sampler.WrapS, img, width, texcoord[0], i0, i1, wi); - linear_texel_locations(texObj->WrapT, img, height, + linear_texel_locations(texObj->Sampler.WrapT, img, height, texcoord[1], j0, j1, wj); *slice = tex_array_slice(texcoord[2], depth); break; @@ -652,12 +658,12 @@ compute_min_mag_ranges(const struct gl_texture_object *tObj, GLfloat minMagThresh; /* we shouldn't be here if minfilter == magfilter */ - ASSERT(tObj->MinFilter != tObj->MagFilter); + ASSERT(tObj->Sampler.MinFilter != tObj->Sampler.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 (tObj->Sampler.MagFilter == GL_LINEAR + && (tObj->Sampler.MinFilter == GL_NEAREST_MIPMAP_NEAREST || + tObj->Sampler.MinFilter == GL_NEAREST_MIPMAP_LINEAR)) { minMagThresh = 0.5F; } else { @@ -759,28 +765,28 @@ get_border_color(const struct gl_texture_object *tObj, { 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] = tObj->Sampler.BorderColor.f[0]; + rgba[1] = tObj->Sampler.BorderColor.f[1]; + rgba[2] = tObj->Sampler.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] = tObj->Sampler.BorderColor.f[3]; break; case GL_LUMINANCE: - rgba[0] = rgba[1] = rgba[2] = tObj->BorderColor.f[0]; + rgba[0] = rgba[1] = rgba[2] = tObj->Sampler.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] = tObj->Sampler.BorderColor.f[0]; + rgba[3] = tObj->Sampler.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] = tObj->Sampler.BorderColor.f[0]; break; default: - COPY_4V(rgba, tObj->BorderColor.f); + COPY_4V(rgba, tObj->Sampler.BorderColor.f); } } @@ -793,14 +799,15 @@ get_border_color(const struct gl_texture_object *tObj, * Return the texture sample for coordinate (s) using GL_NEAREST filter. */ static INLINE void -sample_1d_nearest(GLcontext *ctx, +sample_1d_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, 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(tObj->Sampler.WrapS, img, width, texcoord[0]); /* skip over the border, if any */ i += img->Border; if (i < 0 || i >= (GLint) img->Width) { @@ -808,7 +815,7 @@ sample_1d_nearest(GLcontext *ctx, get_border_color(tObj, img, rgba); } else { - img->FetchTexelf(img, i, 0, 0, rgba); + swImg->FetchTexelf(swImg, i, 0, 0, rgba); } } @@ -817,18 +824,19 @@ sample_1d_nearest(GLcontext *ctx, * Return the texture sample for coordinate (s) using GL_LINEAR filter. */ static INLINE void -sample_1d_linear(GLcontext *ctx, +sample_1d_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, 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(tObj->Sampler.WrapS, img, width, texcoord[0], &i0, &i1, &a); if (img->Border) { i0 += img->Border; @@ -844,13 +852,13 @@ sample_1d_linear(GLcontext *ctx, get_border_color(tObj, img, t0); } else { - img->FetchTexelf(img, i0, 0, 0, t0); + swImg->FetchTexelf(swImg, i0, 0, 0, t0); } if (useBorderColor & I1BIT) { get_border_color(tObj, img, t1); } else { - img->FetchTexelf(img, i1, 0, 0, t1); + swImg->FetchTexelf(swImg, i1, 0, 0, t1); } lerp_rgba(rgba, a, t0, t1); @@ -858,7 +866,7 @@ sample_1d_linear(GLcontext *ctx, static void -sample_1d_nearest_mipmap_nearest(GLcontext *ctx, +sample_1d_nearest_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -873,7 +881,7 @@ sample_1d_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_1d_linear_mipmap_nearest(GLcontext *ctx, +sample_1d_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -888,7 +896,7 @@ sample_1d_linear_mipmap_nearest(GLcontext *ctx, static void -sample_1d_nearest_mipmap_linear(GLcontext *ctx, +sample_1d_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -913,7 +921,7 @@ sample_1d_nearest_mipmap_linear(GLcontext *ctx, static void -sample_1d_linear_mipmap_linear(GLcontext *ctx, +sample_1d_linear_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -939,7 +947,7 @@ sample_1d_linear_mipmap_linear(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4] ) @@ -955,7 +963,7 @@ sample_nearest_1d( GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4] ) @@ -971,7 +979,7 @@ sample_linear_1d( GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4] ) @@ -987,7 +995,7 @@ sample_lambda_1d( GLcontext *ctx, if (minStart < minEnd) { /* do the minified texels */ const GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { + switch (tObj->Sampler.MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], @@ -1022,7 +1030,7 @@ sample_lambda_1d( GLcontext *ctx, if (magStart < magEnd) { /* do the magnified texels */ - switch (tObj->MagFilter) { + switch (tObj->Sampler.MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], @@ -1050,19 +1058,20 @@ sample_lambda_1d( GLcontext *ctx, * Return the texture sample for coordinate (s,t) using GL_NEAREST filter. */ static INLINE void -sample_2d_nearest(GLcontext *ctx, +sample_2d_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, 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(tObj->Sampler.WrapS, img, width, texcoord[0]); + j = nearest_texel_location(tObj->Sampler.WrapT, img, height, texcoord[1]); /* skip over the border, if any */ i += img->Border; @@ -1073,7 +1082,7 @@ sample_2d_nearest(GLcontext *ctx, get_border_color(tObj, img, rgba); } else { - img->FetchTexelf(img, i, j, 0, rgba); + swImg->FetchTexelf(swImg, i, j, 0, rgba); } } @@ -1083,12 +1092,13 @@ sample_2d_nearest(GLcontext *ctx, * New sampling code contributed by Lynn Quam . */ static INLINE void -sample_2d_linear(GLcontext *ctx, +sample_2d_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, 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; @@ -1096,8 +1106,8 @@ sample_2d_linear(GLcontext *ctx, 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(tObj->Sampler.WrapS, img, width, texcoord[0], &i0, &i1, &a); + linear_texel_locations(tObj->Sampler.WrapT, img, height, texcoord[1], &j0, &j1, &b); if (img->Border) { i0 += img->Border; @@ -1117,25 +1127,25 @@ sample_2d_linear(GLcontext *ctx, get_border_color(tObj, img, t00); } else { - img->FetchTexelf(img, i0, j0, 0, t00); + swImg->FetchTexelf(swImg, i0, j0, 0, t00); } if (useBorderColor & (I1BIT | J0BIT)) { get_border_color(tObj, img, t10); } else { - img->FetchTexelf(img, i1, j0, 0, t10); + swImg->FetchTexelf(swImg, i1, j0, 0, t10); } if (useBorderColor & (I0BIT | J1BIT)) { get_border_color(tObj, img, t01); } else { - img->FetchTexelf(img, i0, j1, 0, t01); + swImg->FetchTexelf(swImg, i0, j1, 0, t01); } if (useBorderColor & (I1BIT | J1BIT)) { get_border_color(tObj, img, t11); } else { - img->FetchTexelf(img, i1, j1, 0, t11); + swImg->FetchTexelf(swImg, i1, j1, 0, t11); } lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11); @@ -1147,12 +1157,13 @@ sample_2d_linear(GLcontext *ctx, * We don't have to worry about the texture border. */ static INLINE void -sample_2d_linear_repeat(GLcontext *ctx, +sample_2d_linear_repeat(struct gl_context *ctx, const struct gl_texture_object *tObj, 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; @@ -1161,26 +1172,25 @@ sample_2d_linear_repeat(GLcontext *ctx, (void) ctx; - ASSERT(tObj->WrapS == GL_REPEAT); - ASSERT(tObj->WrapT == GL_REPEAT); + ASSERT(tObj->Sampler.WrapS == GL_REPEAT); + ASSERT(tObj->Sampler.WrapT == GL_REPEAT); ASSERT(img->Border == 0); - ASSERT(img->_BaseFormat != GL_COLOR_INDEX); - ASSERT(img->_IsPowerOfTwo); + 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->FetchTexelf(swImg, i0, j0, 0, t00); + swImg->FetchTexelf(swImg, i1, j0, 0, t10); + swImg->FetchTexelf(swImg, i0, j1, 0, t01); + swImg->FetchTexelf(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_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1194,7 +1204,7 @@ sample_2d_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_2d_linear_mipmap_nearest(GLcontext *ctx, +sample_2d_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1209,7 +1219,7 @@ sample_2d_linear_mipmap_nearest(GLcontext *ctx, static void -sample_2d_nearest_mipmap_linear(GLcontext *ctx, +sample_2d_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1234,7 +1244,7 @@ sample_2d_nearest_mipmap_linear(GLcontext *ctx, static void -sample_2d_linear_mipmap_linear( GLcontext *ctx, +sample_2d_linear_mipmap_linear( struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4] ) @@ -1259,15 +1269,15 @@ sample_2d_linear_mipmap_linear( GLcontext *ctx, static void -sample_2d_linear_mipmap_linear_repeat(GLcontext *ctx, +sample_2d_linear_mipmap_linear_repeat(struct gl_context *ctx, 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(tObj->Sampler.WrapS == GL_REPEAT); + ASSERT(tObj->Sampler.WrapT == GL_REPEAT); for (i = 0; i < n; i++) { GLint level = linear_mipmap_level(tObj, lambda[i]); if (level >= tObj->_MaxLevel) { @@ -1289,7 +1299,7 @@ sample_2d_linear_mipmap_linear_repeat(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1305,17 +1315,18 @@ sample_nearest_2d(GLcontext *ctx, /** 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_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 swrast_texture_image *swImg = swrast_texture_image_const(image); (void) lambda; - if (tObj->WrapS == GL_REPEAT && - tObj->WrapT == GL_REPEAT && - image->_IsPowerOfTwo && + if (tObj->Sampler.WrapS == GL_REPEAT && + tObj->Sampler.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]); @@ -1338,12 +1349,13 @@ sample_linear_2d(GLcontext *ctx, * Format = GL_RGB */ static void -opt_sample_rgb_2d(GLcontext *ctx, +opt_sample_rgb_2d(struct gl_context *ctx, 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 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; @@ -1352,11 +1364,11 @@ opt_sample_rgb_2d(GLcontext *ctx, GLuint k; (void) ctx; (void) lambda; - ASSERT(tObj->WrapS==GL_REPEAT); - ASSERT(tObj->WrapT==GL_REPEAT); + ASSERT(tObj->Sampler.WrapS==GL_REPEAT); + ASSERT(tObj->Sampler.WrapT==GL_REPEAT); ASSERT(img->Border==0); ASSERT(img->TexFormat == MESA_FORMAT_RGB888); - ASSERT(img->_IsPowerOfTwo); + ASSERT(swImg->_IsPowerOfTwo); for (k=0; kImage[0][tObj->BaseLevel]; + 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; @@ -1393,11 +1407,11 @@ opt_sample_rgba_2d(GLcontext *ctx, GLuint i; (void) ctx; (void) lambda; - ASSERT(tObj->WrapS==GL_REPEAT); - ASSERT(tObj->WrapT==GL_REPEAT); + ASSERT(tObj->Sampler.WrapS==GL_REPEAT); + ASSERT(tObj->Sampler.WrapT==GL_REPEAT); ASSERT(img->Border==0); ASSERT(img->TexFormat == MESA_FORMAT_RGBA8888); - ASSERT(img->_IsPowerOfTwo); + ASSERT(swImg->_IsPowerOfTwo); for (i = 0; i < n; i++) { const GLint col = IFLOOR(texcoords[i][0] * width) & colMask; @@ -1414,20 +1428,20 @@ opt_sample_rgba_2d(GLcontext *ctx, /** 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_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 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) + const GLboolean repeatNoBorderPOT = (tObj->Sampler.WrapS == GL_REPEAT) + && (tObj->Sampler.WrapT == GL_REPEAT) && (tImg->Border == 0 && (tImg->Width == tImg->RowStride)) - && (tImg->_BaseFormat != GL_COLOR_INDEX) - && tImg->_IsPowerOfTwo; + && swImg->_IsPowerOfTwo; ASSERT(lambda != NULL); compute_min_mag_ranges(tObj, n, lambda, @@ -1436,7 +1450,7 @@ sample_lambda_2d(GLcontext *ctx, if (minStart < minEnd) { /* do the minified texels */ const GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { + switch (tObj->Sampler.MinFilter) { case GL_NEAREST: if (repeatNoBorderPOT) { switch (tImg->TexFormat) { @@ -1493,7 +1507,7 @@ sample_lambda_2d(GLcontext *ctx, /* do the magnified texels */ const GLuint m = magEnd - magStart; - switch (tObj->MagFilter) { + switch (tObj->Sampler.MagFilter) { case GL_NEAREST: if (repeatNoBorderPOT) { switch (tImg->TexFormat) { @@ -1526,6 +1540,399 @@ sample_lambda_2d(GLcontext *ctx, } +/* 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 = (GLfloat *) 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_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 = 1.0 / (1 << level); + const struct gl_texture_image *img = tObj->Image[0][level]; + const struct gl_texture_image *mostDetailedImage = + tObj->Image[0][tObj->BaseLevel]; + const struct swrast_texture_image *swImg = + swrast_texture_image_const(mostDetailedImage); + GLfloat tex_u=-0.5 + texcoord[0] * swImg->WidthScale * scaling; + GLfloat tex_v=-0.5 + 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/4.0; + + /* 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+4.0*C*A; + GLfloat box_u = 2.0 / d * sqrt(d*C*F); /* box_u -> half of bbox with */ + GLfloat box_v = 2.0 / d * sqrt(A*d*F); /* box_v -> half of bbox height */ + + GLint u0 = floor(tex_u - box_u); + GLint u1 = ceil (tex_u + box_u); + GLint v0 = floor(tex_v - box_v); + GLint v1 = ceil (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 + */ + double formScale = (double) (WEIGHT_LUT_SIZE - 1) / F; + A *= formScale; + B *= formScale; + C *= formScale; + /* F *= formScale; */ /* no need to scale F as we don't use it below here */ + + /* 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 ? q : 0; + GLfloat weight = weightLut[qClamped]; + + newCoord[0] = u / ((GLfloat) img->Width2); + newCoord[1] = v / ((GLfloat) img->Height2); + + sample_2d_nearest(ctx, tObj, 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, tObj, 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_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 = ceil(SQRTF(Px2)); + ds = ux / ((GLfloat) img->Width2); + dt = vx / ((GLfloat) img->Height2); + } + else { + numSamples = ceil(SQRTF(Py2)); + ds = uy / ((GLfloat) img->Width2); + dt = vy / ((GLfloat) img->Height2); + } + + for (s = 0; sTexture._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_texture_object *tObj, + GLuint n, const GLfloat texcoords[][4], + const GLfloat lambda_iso[], GLfloat rgba[][4]) +{ + const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel]; + const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg); + const GLfloat maxEccentricity = + tObj->Sampler.MaxAnisotropy * tObj->Sampler.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 = FRAG_ATTRIB_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 + tObj->Sampler.LodBias != 0.0F) + || (tObj->Sampler.MinLod != -1000.0 || tObj->Sampler.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 = 0.5 * LOG2(Pmin2); + + if (adjustLOD) { + /* from swrast/s_texcombine.c _swrast_texture_span */ + if (texUnit->LodBias + tObj->Sampler.LodBias != 0.0F) { + /* apply LOD bias, but don't clamp yet */ + const GLfloat bias = + CLAMP(texUnit->LodBias + tObj->Sampler.LodBias, + -ctx->Const.MaxTextureLodBias, + ctx->Const.MaxTextureLodBias); + lod += bias; + + if (tObj->Sampler.MinLod != -1000.0 || + tObj->Sampler.MaxLod != 1000.0) { + /* apply LOD clamping to lambda */ + lod = CLAMP(lod, tObj->Sampler.MinLod, tObj->Sampler.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, tObj, 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, tObj, texcoords[i], + dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]); + + /* unused: */ + (void) sample_2d_footprint; + /* + sample_2d_footprint(ctx, tObj, texcoords[i], + dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]); + */ + } + } +} + + /**********************************************************************/ /* 3-D Texture Sampling Functions */ @@ -1535,21 +1942,22 @@ sample_lambda_2d(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ static INLINE void -sample_3d_nearest(GLcontext *ctx, +sample_3d_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, 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(tObj->Sampler.WrapS, img, width, texcoord[0]); + j = nearest_texel_location(tObj->Sampler.WrapT, img, height, texcoord[1]); + k = nearest_texel_location(tObj->Sampler.WrapR, img, depth, texcoord[2]); if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height || @@ -1558,7 +1966,7 @@ sample_3d_nearest(GLcontext *ctx, get_border_color(tObj, img, rgba); } else { - img->FetchTexelf(img, i, j, k, rgba); + swImg->FetchTexelf(swImg, i, j, k, rgba); } } @@ -1567,12 +1975,13 @@ sample_3d_nearest(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. */ static void -sample_3d_linear(GLcontext *ctx, +sample_3d_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, 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; @@ -1582,9 +1991,9 @@ sample_3d_linear(GLcontext *ctx, 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(tObj->Sampler.WrapS, img, width, texcoord[0], &i0, &i1, &a); + linear_texel_locations(tObj->Sampler.WrapT, img, height, texcoord[1], &j0, &j1, &b); + linear_texel_locations(tObj->Sampler.WrapR, img, depth, texcoord[2], &k0, &k1, &c); if (img->Border) { i0 += img->Border; @@ -1609,50 +2018,50 @@ sample_3d_linear(GLcontext *ctx, get_border_color(tObj, img, t000); } else { - img->FetchTexelf(img, i0, j0, k0, t000); + swImg->FetchTexelf(swImg, i0, j0, k0, t000); } if (useBorderColor & (I1BIT | J0BIT | K0BIT)) { get_border_color(tObj, img, t100); } else { - img->FetchTexelf(img, i1, j0, k0, t100); + swImg->FetchTexelf(swImg, i1, j0, k0, t100); } if (useBorderColor & (I0BIT | J1BIT | K0BIT)) { get_border_color(tObj, img, t010); } else { - img->FetchTexelf(img, i0, j1, k0, t010); + swImg->FetchTexelf(swImg, i0, j1, k0, t010); } if (useBorderColor & (I1BIT | J1BIT | K0BIT)) { get_border_color(tObj, img, t110); } else { - img->FetchTexelf(img, i1, j1, k0, t110); + swImg->FetchTexelf(swImg, i1, j1, k0, t110); } if (useBorderColor & (I0BIT | J0BIT | K1BIT)) { get_border_color(tObj, img, t001); } else { - img->FetchTexelf(img, i0, j0, k1, t001); + swImg->FetchTexelf(swImg, i0, j0, k1, t001); } if (useBorderColor & (I1BIT | J0BIT | K1BIT)) { get_border_color(tObj, img, t101); } else { - img->FetchTexelf(img, i1, j0, k1, t101); + swImg->FetchTexelf(swImg, i1, j0, k1, t101); } if (useBorderColor & (I0BIT | J1BIT | K1BIT)) { get_border_color(tObj, img, t011); } else { - img->FetchTexelf(img, i0, j1, k1, t011); + swImg->FetchTexelf(swImg, i0, j1, k1, t011); } if (useBorderColor & (I1BIT | J1BIT | K1BIT)) { get_border_color(tObj, img, t111); } else { - img->FetchTexelf(img, i1, j1, k1, t111); + swImg->FetchTexelf(swImg, i1, j1, k1, t111); } /* trilinear interpolation of samples */ @@ -1661,7 +2070,7 @@ sample_3d_linear(GLcontext *ctx, static void -sample_3d_nearest_mipmap_nearest(GLcontext *ctx, +sample_3d_nearest_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4] ) @@ -1675,7 +2084,7 @@ sample_3d_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_3d_linear_mipmap_nearest(GLcontext *ctx, +sample_3d_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1690,7 +2099,7 @@ sample_3d_linear_mipmap_nearest(GLcontext *ctx, static void -sample_3d_nearest_mipmap_linear(GLcontext *ctx, +sample_3d_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1715,7 +2124,7 @@ sample_3d_nearest_mipmap_linear(GLcontext *ctx, static void -sample_3d_linear_mipmap_linear(GLcontext *ctx, +sample_3d_linear_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1741,7 +2150,7 @@ sample_3d_linear_mipmap_linear(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1757,7 +2166,7 @@ sample_nearest_3d(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1773,7 +2182,7 @@ sample_linear_3d(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1789,7 +2198,7 @@ sample_lambda_3d(GLcontext *ctx, if (minStart < minEnd) { /* do the minified texels */ GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { + switch (tObj->Sampler.MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], @@ -1824,7 +2233,7 @@ sample_lambda_3d(GLcontext *ctx, if (magStart < magEnd) { /* do the magnified texels */ - switch (tObj->MagFilter) { + switch (tObj->Sampler.MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], @@ -1928,7 +2337,7 @@ choose_cube_face(const struct gl_texture_object *texObj, static void -sample_nearest_cube(GLcontext *ctx, +sample_nearest_cube(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1946,7 +2355,7 @@ sample_nearest_cube(GLcontext *ctx, static void -sample_linear_cube(GLcontext *ctx, +sample_linear_cube(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1964,7 +2373,7 @@ sample_linear_cube(GLcontext *ctx, static void -sample_cube_nearest_mipmap_nearest(GLcontext *ctx, +sample_cube_nearest_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1993,7 +2402,7 @@ sample_cube_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_cube_linear_mipmap_nearest(GLcontext *ctx, +sample_cube_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2012,7 +2421,7 @@ sample_cube_linear_mipmap_nearest(GLcontext *ctx, static void -sample_cube_nearest_mipmap_linear(GLcontext *ctx, +sample_cube_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2041,7 +2450,7 @@ sample_cube_nearest_mipmap_linear(GLcontext *ctx, static void -sample_cube_linear_mipmap_linear(GLcontext *ctx, +sample_cube_linear_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2071,7 +2480,7 @@ sample_cube_linear_mipmap_linear(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2086,7 +2495,7 @@ sample_lambda_cube(GLcontext *ctx, if (minStart < minEnd) { /* do the minified texels */ const GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { + switch (tObj->Sampler.MinFilter) { case GL_NEAREST: sample_nearest_cube(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); @@ -2123,7 +2532,7 @@ sample_lambda_cube(GLcontext *ctx, if (magStart < magEnd) { /* do the magnified texels */ const GLuint m = magEnd - magStart; - switch (tObj->MagFilter) { + switch (tObj->Sampler.MagFilter) { case GL_NEAREST: sample_nearest_cube(ctx, tObj, m, texcoords + magStart, lambda + magStart, rgba + magStart); @@ -2145,12 +2554,13 @@ sample_lambda_cube(GLcontext *ctx, static void -sample_nearest_rect(GLcontext *ctx, +sample_nearest_rect(struct gl_context *ctx, 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; @@ -2158,33 +2568,33 @@ sample_nearest_rect(GLcontext *ctx, (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(tObj->Sampler.WrapS == GL_CLAMP || + tObj->Sampler.WrapS == GL_CLAMP_TO_EDGE || + tObj->Sampler.WrapS == GL_CLAMP_TO_BORDER); + ASSERT(tObj->Sampler.WrapT == GL_CLAMP || + tObj->Sampler.WrapT == GL_CLAMP_TO_EDGE || + tObj->Sampler.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(tObj->Sampler.WrapS, texcoords[i][0], width); + row = clamp_rect_coord_nearest(tObj->Sampler.WrapT, texcoords[i][1], height); if (col < 0 || col >= width || row < 0 || row >= height) get_border_color(tObj, img, rgba[i]); else - img->FetchTexelf(img, col, row, 0, rgba[i]); + swImg->FetchTexelf(swImg, col, row, 0, rgba[i]); } } static void -sample_linear_rect(GLcontext *ctx, +sample_linear_rect(struct gl_context *ctx, 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; @@ -2192,13 +2602,12 @@ sample_linear_rect(GLcontext *ctx, (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(tObj->Sampler.WrapS == GL_CLAMP || + tObj->Sampler.WrapS == GL_CLAMP_TO_EDGE || + tObj->Sampler.WrapS == GL_CLAMP_TO_BORDER); + ASSERT(tObj->Sampler.WrapT == GL_CLAMP || + tObj->Sampler.WrapT == GL_CLAMP_TO_EDGE || + tObj->Sampler.WrapT == GL_CLAMP_TO_BORDER); for (i = 0; i < n; i++) { GLint i0, j0, i1, j1; @@ -2206,9 +2615,9 @@ sample_linear_rect(GLcontext *ctx, GLfloat a, b; GLbitfield useBorderColor = 0x0; - clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0], width, + clamp_rect_coord_linear(tObj->Sampler.WrapS, texcoords[i][0], width, &i0, &i1, &a); - clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1], height, + clamp_rect_coord_linear(tObj->Sampler.WrapT, texcoords[i][1], height, &j0, &j1, &b); /* compute integer rows/columns */ @@ -2221,22 +2630,22 @@ sample_linear_rect(GLcontext *ctx, if (useBorderColor & (I0BIT | J0BIT)) get_border_color(tObj, img, t00); else - img->FetchTexelf(img, i0, j0, 0, t00); + swImg->FetchTexelf(swImg, i0, j0, 0, t00); if (useBorderColor & (I1BIT | J0BIT)) get_border_color(tObj, img, t10); else - img->FetchTexelf(img, i1, j0, 0, t10); + swImg->FetchTexelf(swImg, i1, j0, 0, t10); if (useBorderColor & (I0BIT | J1BIT)) get_border_color(tObj, img, t01); else - img->FetchTexelf(img, i0, j1, 0, t01); + swImg->FetchTexelf(swImg, i0, j1, 0, t01); if (useBorderColor & (I1BIT | J1BIT)) get_border_color(tObj, img, t11); else - img->FetchTexelf(img, i1, j1, 0, t11); + swImg->FetchTexelf(swImg, i1, j1, 0, t11); lerp_rgba_2d(rgba[i], a, b, t00, t10, t01, t11); } @@ -2245,7 +2654,7 @@ sample_linear_rect(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2259,7 +2668,7 @@ sample_lambda_rect(GLcontext *ctx, &minStart, &minEnd, &magStart, &magEnd); if (minStart < minEnd) { - if (tObj->MinFilter == GL_NEAREST) { + if (tObj->Sampler.MinFilter == GL_NEAREST) { sample_nearest_rect(ctx, tObj, minEnd - minStart, texcoords + minStart, NULL, rgba + minStart); } @@ -2269,7 +2678,7 @@ sample_lambda_rect(GLcontext *ctx, } } if (magStart < magEnd) { - if (tObj->MagFilter == GL_NEAREST) { + if (tObj->Sampler.MagFilter == GL_NEAREST) { sample_nearest_rect(ctx, tObj, magEnd - magStart, texcoords + magStart, NULL, rgba + magStart); } @@ -2289,12 +2698,13 @@ sample_lambda_rect(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ static void -sample_2d_array_nearest(GLcontext *ctx, +sample_2d_array_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, 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; @@ -2302,8 +2712,8 @@ sample_2d_array_nearest(GLcontext *ctx, 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(tObj->Sampler.WrapS, img, width, texcoord[0]); + j = nearest_texel_location(tObj->Sampler.WrapT, img, height, texcoord[1]); array = tex_array_slice(texcoord[2], depth); if (i < 0 || i >= (GLint) img->Width || @@ -2313,7 +2723,7 @@ sample_2d_array_nearest(GLcontext *ctx, get_border_color(tObj, img, rgba); } else { - img->FetchTexelf(img, i, j, array, rgba); + swImg->FetchTexelf(swImg, i, j, array, rgba); } } @@ -2322,12 +2732,13 @@ sample_2d_array_nearest(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. */ static void -sample_2d_array_linear(GLcontext *ctx, +sample_2d_array_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, 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; @@ -2337,12 +2748,12 @@ sample_2d_array_linear(GLcontext *ctx, 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(tObj->Sampler.WrapS, img, width, texcoord[0], &i0, &i1, &a); + linear_texel_locations(tObj->Sampler.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, tObj->Sampler.BorderColor.f); } else { if (img->Border) { @@ -2364,25 +2775,25 @@ sample_2d_array_linear(GLcontext *ctx, get_border_color(tObj, img, t00); } else { - img->FetchTexelf(img, i0, j0, array, t00); + swImg->FetchTexelf(swImg, i0, j0, array, t00); } if (useBorderColor & (I1BIT | J0BIT)) { get_border_color(tObj, img, t10); } else { - img->FetchTexelf(img, i1, j0, array, t10); + swImg->FetchTexelf(swImg, i1, j0, array, t10); } if (useBorderColor & (I0BIT | J1BIT)) { get_border_color(tObj, img, t01); } else { - img->FetchTexelf(img, i0, j1, array, t01); + swImg->FetchTexelf(swImg, i0, j1, array, t01); } if (useBorderColor & (I1BIT | J1BIT)) { get_border_color(tObj, img, t11); } else { - img->FetchTexelf(img, i1, j1, array, t11); + swImg->FetchTexelf(swImg, i1, j1, array, t11); } /* trilinear interpolation of samples */ @@ -2392,7 +2803,7 @@ sample_2d_array_linear(GLcontext *ctx, static void -sample_2d_array_nearest_mipmap_nearest(GLcontext *ctx, +sample_2d_array_nearest_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2407,7 +2818,7 @@ sample_2d_array_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_2d_array_linear_mipmap_nearest(GLcontext *ctx, +sample_2d_array_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2423,7 +2834,7 @@ sample_2d_array_linear_mipmap_nearest(GLcontext *ctx, static void -sample_2d_array_nearest_mipmap_linear(GLcontext *ctx, +sample_2d_array_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2450,7 +2861,7 @@ sample_2d_array_nearest_mipmap_linear(GLcontext *ctx, static void -sample_2d_array_linear_mipmap_linear(GLcontext *ctx, +sample_2d_array_linear_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2478,7 +2889,7 @@ sample_2d_array_linear_mipmap_linear(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2495,7 +2906,7 @@ sample_nearest_2d_array(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2511,7 +2922,7 @@ sample_linear_2d_array(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2527,7 +2938,7 @@ sample_lambda_2d_array(GLcontext *ctx, if (minStart < minEnd) { /* do the minified texels */ GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { + switch (tObj->Sampler.MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], @@ -2570,7 +2981,7 @@ sample_lambda_2d_array(GLcontext *ctx, if (magStart < magEnd) { /* do the magnified texels */ - switch (tObj->MagFilter) { + switch (tObj->Sampler.MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], @@ -2599,19 +3010,20 @@ sample_lambda_2d_array(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ static void -sample_1d_array_nearest(GLcontext *ctx, +sample_1d_array_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, 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(tObj->Sampler.WrapS, img, width, texcoord[0]); array = tex_array_slice(texcoord[1], height); if (i < 0 || i >= (GLint) img->Width || @@ -2620,7 +3032,7 @@ sample_1d_array_nearest(GLcontext *ctx, get_border_color(tObj, img, rgba); } else { - img->FetchTexelf(img, i, array, 0, rgba); + swImg->FetchTexelf(swImg, i, array, 0, rgba); } } @@ -2629,12 +3041,13 @@ sample_1d_array_nearest(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. */ static void -sample_1d_array_linear(GLcontext *ctx, +sample_1d_array_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, 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; @@ -2643,7 +3056,7 @@ sample_1d_array_linear(GLcontext *ctx, GLfloat a; GLfloat t0[4], t1[4]; - linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); + linear_texel_locations(tObj->Sampler.WrapS, img, width, texcoord[0], &i0, &i1, &a); array = tex_array_slice(texcoord[1], height); if (img->Border) { @@ -2663,13 +3076,13 @@ sample_1d_array_linear(GLcontext *ctx, get_border_color(tObj, img, t0); } else { - img->FetchTexelf(img, i0, array, 0, t0); + swImg->FetchTexelf(swImg, i0, array, 0, t0); } if (useBorderColor & (I1BIT | K0BIT)) { get_border_color(tObj, img, t1); } else { - img->FetchTexelf(img, i1, array, 0, t1); + swImg->FetchTexelf(swImg, i1, array, 0, t1); } /* bilinear interpolation of samples */ @@ -2678,7 +3091,7 @@ sample_1d_array_linear(GLcontext *ctx, static void -sample_1d_array_nearest_mipmap_nearest(GLcontext *ctx, +sample_1d_array_nearest_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2693,7 +3106,7 @@ sample_1d_array_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_1d_array_linear_mipmap_nearest(GLcontext *ctx, +sample_1d_array_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2709,7 +3122,7 @@ sample_1d_array_linear_mipmap_nearest(GLcontext *ctx, static void -sample_1d_array_nearest_mipmap_linear(GLcontext *ctx, +sample_1d_array_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2734,7 +3147,7 @@ sample_1d_array_nearest_mipmap_linear(GLcontext *ctx, static void -sample_1d_array_linear_mipmap_linear(GLcontext *ctx, +sample_1d_array_linear_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2760,7 +3173,7 @@ sample_1d_array_linear_mipmap_linear(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2776,7 +3189,7 @@ sample_nearest_1d_array(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2792,7 +3205,7 @@ sample_linear_1d_array(GLcontext *ctx, /** 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2808,7 +3221,7 @@ sample_lambda_1d_array(GLcontext *ctx, if (minStart < minEnd) { /* do the minified texels */ GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { + switch (tObj->Sampler.MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], @@ -2847,7 +3260,7 @@ sample_lambda_1d_array(GLcontext *ctx, if (magStart < magEnd) { /* do the magnified texels */ - switch (tObj->MagFilter) { + switch (tObj->Sampler.MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], @@ -2913,66 +3326,91 @@ shadow_compare4(GLenum function, GLfloat coord, 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; 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"); - return 0.0F; + _mesa_problem(NULL, "Bad compare func in sample_compare4"); + return ambient; + } +} + + +/** + * 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) +{ + GLint level; + + if (tObj->Sampler.MinFilter == GL_NEAREST || tObj->Sampler.MinFilter == GL_LINEAR) { + /* no mipmapping - use base level */ + level = tObj->BaseLevel; } + else { + /* choose mipmap level */ + lambda = CLAMP(lambda, tObj->Sampler.MinLod, tObj->Sampler.MaxLod); + level = (GLint) lambda; + level = CLAMP(level, tObj->BaseLevel, tObj->_MaxLevel); + } + + return level; } /** - * Sample a shadow/depth texture. + * Sample a shadow/depth texture. This function is incomplete. It doesn't + * check for minification vs. magnification, etc. */ static void -sample_depth_texture( GLcontext *ctx, +sample_depth_texture( struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat texel[][4] ) { - const GLint baseLevel = tObj->BaseLevel; - const struct gl_texture_image *img = tObj->Image[0][baseLevel]; + const GLint level = choose_depth_texture_level(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; @@ -2982,8 +3420,6 @@ sample_depth_texture( GLcontext *ctx, GLenum function; GLfloat result; - (void) lambda; - ASSERT(img->_BaseFormat == GL_DEPTH_COMPONENT || img->_BaseFormat == GL_DEPTH_STENCIL_EXT); @@ -2993,33 +3429,34 @@ sample_depth_texture( GLcontext *ctx, tObj->Target == GL_TEXTURE_1D_ARRAY_EXT || tObj->Target == GL_TEXTURE_2D_ARRAY_EXT); - ambient = tObj->CompareFailValue; + ambient = tObj->Sampler.CompareFailValue; - /* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */ + /* XXXX if tObj->Sampler.MinFilter != tObj->Sampler.MagFilter, we're ignoring lambda */ - function = (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ? - tObj->CompareFunc : GL_NONE; + function = (tObj->Sampler.CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ? + tObj->Sampler.CompareFunc : GL_NONE; - if (tObj->MagFilter == GL_NEAREST) { + if (tObj->Sampler.MagFilter == GL_NEAREST) { GLuint i; for (i = 0; i < n; i++) { - GLfloat depthSample; + GLfloat depthSample, depthRef; GLint col, row, slice; - nearest_texcoord(tObj, texcoords[i], &col, &row, &slice); + nearest_texcoord(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->FetchTexelf(swImg, col, row, slice, &depthSample); } else { - depthSample = tObj->BorderColor.f[0]; + depthSample = tObj->Sampler.BorderColor.f[0]; } - result = shadow_compare(function, texcoords[i][compare_coord], - depthSample, ambient); + depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F); - switch (tObj->DepthMode) { + result = shadow_compare(function, depthRef, depthSample, ambient); + + switch (tObj->Sampler.DepthMode) { case GL_LUMINANCE: ASSIGN_4V(texel[i], result, result, result, 1.0F); break; @@ -3029,6 +3466,9 @@ sample_depth_texture( GLcontext *ctx, case GL_ALPHA: ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result); break; + case GL_RED: + ASSIGN_4V(texel[i], result, 0.0F, 0.0F, 1.0F); + break; default: _mesa_problem(ctx, "Bad depth texture mode"); } @@ -3036,15 +3476,15 @@ sample_depth_texture( GLcontext *ctx, } else { GLuint i; - ASSERT(tObj->MagFilter == GL_LINEAR); + ASSERT(tObj->Sampler.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, texcoords[i], &i0, &i1, &j0, &j1, &slice, + linear_texcoord(tObj, level, texcoords[i], &i0, &i1, &j0, &j1, &slice, &wi, &wj); useBorderTexel = 0; @@ -3064,38 +3504,38 @@ sample_depth_texture( GLcontext *ctx, } 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 = tObj->Sampler.BorderColor.f[0]; + depth01 = tObj->Sampler.BorderColor.f[0]; + depth10 = tObj->Sampler.BorderColor.f[0]; + depth11 = tObj->Sampler.BorderColor.f[0]; } else { /* get four depth samples from the texture */ if (useBorderTexel & (I0BIT | J0BIT)) { - depth00 = tObj->BorderColor.f[0]; + depth00 = tObj->Sampler.BorderColor.f[0]; } else { - img->FetchTexelf(img, i0, j0, slice, &depth00); + swImg->FetchTexelf(swImg, i0, j0, slice, &depth00); } if (useBorderTexel & (I1BIT | J0BIT)) { - depth10 = tObj->BorderColor.f[0]; + depth10 = tObj->Sampler.BorderColor.f[0]; } else { - img->FetchTexelf(img, i1, j0, slice, &depth10); + swImg->FetchTexelf(swImg, i1, j0, slice, &depth10); } if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) { if (useBorderTexel & (I0BIT | J1BIT)) { - depth01 = tObj->BorderColor.f[0]; + depth01 = tObj->Sampler.BorderColor.f[0]; } else { - img->FetchTexelf(img, i0, j1, slice, &depth01); + swImg->FetchTexelf(swImg, i0, j1, slice, &depth01); } if (useBorderTexel & (I1BIT | J1BIT)) { - depth11 = tObj->BorderColor.f[0]; + depth11 = tObj->Sampler.BorderColor.f[0]; } else { - img->FetchTexelf(img, i1, j1, slice, &depth11); + swImg->FetchTexelf(swImg, i1, j1, slice, &depth11); } } else { @@ -3104,11 +3544,13 @@ sample_depth_texture( GLcontext *ctx, } } - 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) { + switch (tObj->Sampler.DepthMode) { case GL_LUMINANCE: ASSIGN_4V(texel[i], result, result, result, 1.0F); break; @@ -3134,7 +3576,7 @@ sample_depth_texture( GLcontext *ctx, * 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_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -3157,14 +3599,15 @@ null_sample_func( GLcontext *ctx, * Choose the texture sampling function for the given texture object. */ texture_sample_func -_swrast_choose_texture_sample_func( GLcontext *ctx, +_swrast_choose_texture_sample_func( struct gl_context *ctx, const struct gl_texture_object *t ) { if (!t || !t->_Complete) { return &null_sample_func; } else { - const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter); + const GLboolean needLambda = + (GLboolean) (t->Sampler.MinFilter != t->Sampler.MagFilter); const GLenum format = t->Image[0][t->BaseLevel]->_BaseFormat; switch (t->Target) { @@ -3175,11 +3618,11 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, else if (needLambda) { return &sample_lambda_1d; } - else if (t->MinFilter == GL_LINEAR) { + else if (t->Sampler.MinFilter == GL_LINEAR) { return &sample_linear_1d; } else { - ASSERT(t->MinFilter == GL_NEAREST); + ASSERT(t->Sampler.MinFilter == GL_NEAREST); return &sample_nearest_1d; } case GL_TEXTURE_2D: @@ -3187,25 +3630,33 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, return &sample_depth_texture; } else if (needLambda) { + /* Anisotropic filtering extension. Activated only if mipmaps are used */ + if (t->Sampler.MaxAnisotropy > 1.0 && + t->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) { + return &sample_lambda_2d_aniso; + } return &sample_lambda_2d; } - else if (t->MinFilter == GL_LINEAR) { + else if (t->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 && + const struct swrast_texture_image *swImg = + swrast_texture_image_const(img); + + ASSERT(t->Sampler.MinFilter == GL_NEAREST); + if (t->Sampler.WrapS == GL_REPEAT && + t->Sampler.WrapT == GL_REPEAT && + swImg->_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 && + else if (t->Sampler.WrapS == GL_REPEAT && + t->Sampler.WrapT == GL_REPEAT && + swImg->_IsPowerOfTwo && img->Border == 0 && img->TexFormat == MESA_FORMAT_RGBA8888) { return &opt_sample_rgba_2d; @@ -3218,22 +3669,22 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, if (needLambda) { return &sample_lambda_3d; } - else if (t->MinFilter == GL_LINEAR) { + else if (t->Sampler.MinFilter == GL_LINEAR) { return &sample_linear_3d; } else { - ASSERT(t->MinFilter == GL_NEAREST); + ASSERT(t->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 (t->Sampler.MinFilter == GL_LINEAR) { return &sample_linear_cube; } else { - ASSERT(t->MinFilter == GL_NEAREST); + ASSERT(t->Sampler.MinFilter == GL_NEAREST); return &sample_nearest_cube; } case GL_TEXTURE_RECTANGLE_NV: @@ -3243,33 +3694,33 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, else if (needLambda) { return &sample_lambda_rect; } - else if (t->MinFilter == GL_LINEAR) { + else if (t->Sampler.MinFilter == GL_LINEAR) { return &sample_linear_rect; } else { - ASSERT(t->MinFilter == GL_NEAREST); + ASSERT(t->Sampler.MinFilter == GL_NEAREST); return &sample_nearest_rect; } case GL_TEXTURE_1D_ARRAY_EXT: if (needLambda) { return &sample_lambda_1d_array; } - else if (t->MinFilter == GL_LINEAR) { + else if (t->Sampler.MinFilter == GL_LINEAR) { return &sample_linear_1d_array; } else { - ASSERT(t->MinFilter == GL_NEAREST); + ASSERT(t->Sampler.MinFilter == GL_NEAREST); return &sample_nearest_1d_array; } case GL_TEXTURE_2D_ARRAY_EXT: if (needLambda) { return &sample_lambda_2d_array; } - else if (t->MinFilter == GL_LINEAR) { + else if (t->Sampler.MinFilter == GL_LINEAR) { return &sample_linear_2d_array; } else { - ASSERT(t->MinFilter == GL_NEAREST); + ASSERT(t->Sampler.MinFilter == GL_NEAREST); return &sample_nearest_2d_array; } default: