* XXX maybe move this into sp_tile_cache.c and merge with the
* sp_get_cached_tile_tex() function. Also, get 4 texels instead of 1...
*/
+static void
+get_texel_quad_2d(const struct tgsi_sampler *tgsi_sampler,
+ unsigned face, unsigned level, int x, int y,
+ const float *out[4])
+{
+ const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
+
+ const struct softpipe_cached_tile *tile
+ = sp_get_cached_tile_tex(samp->cache,
+ tile_address(x, y, 0, face, level));
+
+ y %= TILE_SIZE;
+ x %= TILE_SIZE;
+
+ out[0] = &tile->data.color[y ][x ][0];
+ out[1] = &tile->data.color[y ][x+1][0];
+ out[2] = &tile->data.color[y+1][x ][0];
+ out[3] = &tile->data.color[y+1][x+1][0];
+}
+
+static INLINE const float *
+get_texel_2d_ptr(const struct tgsi_sampler *tgsi_sampler,
+ unsigned face, unsigned level, int x, int y)
+{
+ const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
+
+ const struct softpipe_cached_tile *tile
+ = sp_get_cached_tile_tex(samp->cache,
+ tile_address(x, y, 0, face, level));
+
+ y %= TILE_SIZE;
+ x %= TILE_SIZE;
+
+ return &tile->data.color[y][x][0];
+}
+
+
+static void
+get_texel_quad_2d_mt(const struct tgsi_sampler *tgsi_sampler,
+ unsigned face, unsigned level,
+ int x0, int y0,
+ int x1, int y1,
+ const float *out[4])
+{
+ unsigned i;
+
+ for (i = 0; i < 4; i++) {
+ unsigned tx = (i & 1) ? x1 : x0;
+ unsigned ty = (i >> 1) ? y1 : y0;
+
+ out[i] = get_texel_2d_ptr( tgsi_sampler, face, level, tx, ty );
+ }
+}
+
static void
get_texel(const struct tgsi_sampler *tgsi_sampler,
- unsigned face, unsigned level, int x, int y, int z,
- float rgba[NUM_CHANNELS][QUAD_SIZE], unsigned j)
+ unsigned face, unsigned level, int x, int y, int z,
+ float rgba[NUM_CHANNELS][QUAD_SIZE], unsigned j)
{
const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
const struct pipe_texture *texture = samp->texture;
}
+
+static void
+sp_get_samples_2d_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ float lodbias,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
+ unsigned j;
+ unsigned level = samp->level;
+ unsigned xpot = 1 << (samp->xpot - level);
+ unsigned ypot = 1 << (samp->ypot - level);
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ int c;
+
+ float u = s[j] * xpot - 0.5F;
+ float v = t[j] * ypot - 0.5F;
+
+ int uflr = util_ifloor(u);
+ int vflr = util_ifloor(v);
+
+ float xw = u - (float)uflr;
+ float yw = v - (float)vflr;
+
+ int x0 = uflr & (xpot - 1);
+ int y0 = vflr & (ypot - 1);
+
+ const float *tx[4];
+
+
+ /* Can we fetch all four at once:
+ */
+ if (x0 % TILE_SIZE != TILE_SIZE-1 &&
+ y0 % TILE_SIZE != TILE_SIZE-1)
+ {
+ get_texel_quad_2d(tgsi_sampler, 0, level, x0, y0, tx);
+ }
+ else
+ {
+ unsigned x1 = (uflr + 1) & (xpot - 1);
+ unsigned y1 = (vflr + 1) & (ypot - 1);
+ get_texel_quad_2d_mt(tgsi_sampler, 0, level,
+ x0, y0, x1, y1, tx);
+ }
+
+
+ /* interpolate R, G, B, A */
+ for (c = 0; c < 4; c++) {
+ rgba[c][j] = lerp_2d(xw, yw,
+ tx[0][c], tx[1][c],
+ tx[2][c], tx[3][c]);
+ }
+ }
+}
+
+
+static void
+sp_get_samples_2d_nearest_repeat_POT(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ float lodbias,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
+ unsigned j;
+ unsigned level = samp->level;
+ unsigned xpot = 1 << (samp->xpot - level);
+ unsigned ypot = 1 << (samp->ypot - level);
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ int c;
+
+ float u = s[j] * xpot - 0.5F;
+ float v = t[j] * ypot - 0.5F;
+
+ int uflr = util_ifloor(u);
+ int vflr = util_ifloor(v);
+
+ int x0 = uflr & (xpot - 1);
+ int y0 = vflr & (ypot - 1);
+
+ const float *out = get_texel_2d_ptr(tgsi_sampler, 0, level, x0, y0);
+
+ for (c = 0; c < 4; c++) {
+ rgba[c][j] = out[c];
+ }
+ }
+}
+
+
+static void
+sp_get_samples_2d_nearest_clamp_POT(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ float lodbias,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
+ unsigned j;
+ unsigned level = samp->level;
+ unsigned xpot = (1<<samp->xpot);
+ unsigned ypot = (1<<samp->ypot);
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ int c;
+
+ float u = s[j] * xpot - 0.5F;
+ float v = t[j] * ypot - 0.5F;
+
+ int x0, y0;
+ const float *out;
+
+ x0 = util_ifloor(u);
+ if (x0 < 0)
+ x0 = 0;
+ else if (x0 > xpot - 1)
+ x0 = xpot - 1;
+
+ y0 = util_ifloor(v);
+ if (y0 < 0)
+ y0 = 0;
+ else if (y0 > ypot - 1)
+ y0 = ypot - 1;
+
+ out = get_texel_2d_ptr(tgsi_sampler, 0, level, x0, y0);
+
+ for (c = 0; c < 4; c++) {
+ rgba[c][j] = out[c];
+ }
+ }
+}
+
+
+static void
+sp_get_samples_2d_linear_mip_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ float lodbias,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
+ const struct pipe_texture *texture = samp->texture;
+ const struct pipe_sampler_state *sampler = samp->sampler;
+ int level0, level1;
+ float lambda;
+
+ lambda = compute_lambda(texture, sampler, s, t, p, lodbias);
+ level0 = (int)lambda;
+ level1 = level0 + 1;
+
+ if (lambda < 0.0) {
+ samp->level = 0;
+ sp_get_samples_2d_linear_repeat_POT( tgsi_sampler,
+ s, t, p, lodbias, rgba );
+ }
+ else if (level0 >= texture->last_level) {
+ samp->level = texture->last_level;
+ sp_get_samples_2d_linear_repeat_POT( tgsi_sampler,
+ s, t, p, lodbias, rgba );
+ }
+ else {
+ float rgba0[4][4];
+ float rgba1[4][4];
+ int c,j;
+
+ float levelBlend = lambda - level0; /* blending weight between levels */
+
+ samp->level = level0;
+ sp_get_samples_2d_linear_repeat_POT( tgsi_sampler,
+ s, t, p, lodbias, rgba0 );
+
+ samp->level++;
+ sp_get_samples_2d_linear_repeat_POT( tgsi_sampler,
+ s, t, p, lodbias, rgba1 );
+
+ for (c = 0; c < 4; c++)
+ for (j = 0; j < 4; j++)
+ rgba[c][j] = lerp(levelBlend, rgba0[c][j], rgba1[c][j]);
+ }
+}
+
/**
* Common code for sampling 1D/2D/cube textures.
* Could probably extend for 3D...
#endif
}
+static void
+sp_get_samples_fallback(struct tgsi_sampler *tgsi_sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ float lodbias,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ sp_get_samples(tgsi_sampler, s, t, p, TRUE, lodbias, rgba);
+}
/**
* Called via tgsi_sampler::get_samples() when running a fragment shader.
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- sp_get_samples(tgsi_sampler, s, t, p, TRUE, lodbias, rgba);
+ struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
+ const struct pipe_texture *texture = samp->texture;
+ const struct pipe_sampler_state *sampler = samp->sampler;
+
+ tgsi_sampler->get_samples = sp_get_samples_fallback;
+
+ /* Try to hook in a faster sampler. Ultimately we'll have to
+ * code-generate these. Luckily most of this looks like it is
+ * orthogonal state within the sampler.
+ */
+ if (texture->target == PIPE_TEXTURE_2D &&
+ sampler->min_img_filter == sampler->mag_img_filter &&
+ sampler->wrap_s == sampler->wrap_t &&
+ sampler->compare_mode == FALSE &&
+ sampler->normalized_coords)
+ {
+ samp->xpot = util_unsigned_logbase2( samp->texture->width[0] );
+ samp->ypot = util_unsigned_logbase2( samp->texture->height[0] );
+
+ if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
+ samp->level = CLAMP((int) sampler->min_lod,
+ 0, (int) texture->last_level);
+
+ if (sampler->wrap_s == PIPE_TEX_WRAP_REPEAT) {
+ switch (sampler->min_img_filter) {
+ case PIPE_TEX_FILTER_NEAREST:
+ tgsi_sampler->get_samples = sp_get_samples_2d_nearest_repeat_POT;
+ break;
+ case PIPE_TEX_FILTER_LINEAR:
+ tgsi_sampler->get_samples = sp_get_samples_2d_linear_repeat_POT;
+ break;
+ default:
+ break;
+ }
+ }
+ else if (sampler->wrap_s == PIPE_TEX_WRAP_CLAMP) {
+ switch (sampler->min_img_filter) {
+ case PIPE_TEX_FILTER_NEAREST:
+ tgsi_sampler->get_samples = sp_get_samples_2d_nearest_clamp_POT;
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ else if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
+ if (sampler->wrap_s == PIPE_TEX_WRAP_REPEAT) {
+ switch (sampler->min_img_filter) {
+ case PIPE_TEX_FILTER_LINEAR:
+ /* This one not working yet:
+ */
+ if (0)
+ tgsi_sampler->get_samples = sp_get_samples_2d_linear_mip_linear_repeat_POT;
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ }
+ else if (0) {
+ _debug_printf("target %d/%d min_mip %d/%d min_img %d/%d wrap %d/%d compare %d/%d norm %d/%d\n",
+ texture->target, PIPE_TEXTURE_2D,
+ sampler->min_mip_filter, PIPE_TEX_MIPFILTER_NONE,
+ sampler->min_img_filter, sampler->mag_img_filter,
+ sampler->wrap_s, sampler->wrap_t,
+ sampler->compare_mode, FALSE,
+ sampler->normalized_coords, TRUE);
+ }
+
+ tgsi_sampler->get_samples( tgsi_sampler, s, t, p, lodbias, rgba );
}