uint bytes = 4 * spu.texture[unit].level[lvl].width
* spu.texture[unit].level[lvl].height;
+ if (spu.texture[unit].target == PIPE_TEXTURE_CUBE)
+ bytes *= 6;
+
spu_dcache_mark_dirty((unsigned) spu.texture[unit].level[lvl].start, bytes);
}
}
* a time.
*/
static void
-get_four_texels(uint unit, uint level, vec_int4 x, vec_int4 y,
+get_four_texels(uint unit, uint level, uint face, vec_int4 x, vec_int4 y,
vec_uint4 *texels)
{
const struct spu_texture_level *tlevel = &spu.texture[unit].level[level];
- const unsigned texture_ea = (uintptr_t) tlevel->start;
+ unsigned texture_ea = (uintptr_t) tlevel->start;
const vec_int4 tile_x = spu_rlmask(x, -5); /* tile_x = x / 32 */
const vec_int4 tile_y = spu_rlmask(y, -5); /* tile_y = y / 32 */
const qword offset_x = si_andi((qword) x, 0x1f); /* offset_x = x & 0x1f */
vec_uint4 offset = (vec_uint4) si_a(tile_offset, texel_offset);
+ texture_ea = texture_ea + face * tlevel->bytes_per_image;
+
spu_dcache_fetch_unaligned((qword *) & texels[0],
texture_ea + spu_extract(offset, 0), 4);
spu_dcache_fetch_unaligned((qword *) & texels[1],
void
sample_texture4_nearest(vector float s, vector float t,
vector float r, vector float q,
- uint unit, uint level, vector float colors[4])
+ uint unit, uint level, uint face,
+ vector float colors[4])
{
const struct spu_texture_level *tlevel = &spu.texture[unit].level[level];
vector float ss = spu_mul(s, tlevel->scale_s);
is = spu_clamp(is, tlevel->max_s);
it = spu_clamp(it, tlevel->max_t);
- get_four_texels(unit, level, is, it, texels);
+ get_four_texels(unit, level, face, is, it, texels);
/* convert four packed ARGBA pixels to float RRRR,GGGG,BBBB,AAAA */
spu_unpack_A8R8G8B8_transpose4(texels, colors);
void
sample_texture4_bilinear(vector float s, vector float t,
vector float r, vector float q,
- uint unit, uint level, vector float colors[4])
+ uint unit, uint level, uint face,
+ vector float colors[4])
{
const struct spu_texture_level *tlevel = &spu.texture[unit].level[level];
- vector float ss = spu_madd(s, tlevel->scale_s, spu_splats(-0.5f));
- vector float tt = spu_madd(t, tlevel->scale_t, spu_splats(-0.5f));
+ static const vector float half = {-0.5f, -0.5f, -0.5f, -0.5f};
+
+ vector float ss = spu_madd(s, tlevel->scale_s, half);
+ vector float tt = spu_madd(t, tlevel->scale_t, half);
vector signed int is0 = spu_convts(ss, 0);
vector signed int it0 = spu_convts(tt, 0);
/* get packed int texels */
vector unsigned int texels[16];
- get_four_texels(unit, level, is0, it0, texels + 0); /* upper-left */
- get_four_texels(unit, level, is1, it0, texels + 4); /* upper-right */
- get_four_texels(unit, level, is0, it1, texels + 8); /* lower-left */
- get_four_texels(unit, level, is1, it1, texels + 12); /* lower-right */
+ get_four_texels(unit, level, face, is0, it0, texels + 0); /* upper-left */
+ get_four_texels(unit, level, face, is1, it0, texels + 4); /* upper-right */
+ get_four_texels(unit, level, face, is0, it1, texels + 8); /* lower-left */
+ get_four_texels(unit, level, face, is1, it1, texels + 12); /* lower-right */
/* XXX possibly rework following code to compute the weighted sample
* colors with integer arithmetic for fewer int->float conversions.
void
sample_texture4_bilinear_2(vector float s, vector float t,
vector float r, vector float q,
- uint unit, uint level, vector float colors[4])
+ uint unit, uint level, uint face,
+ vector float colors[4])
{
const struct spu_texture_level *tlevel = &spu.texture[unit].level[level];
static const vector float half = {-0.5f, -0.5f, -0.5f, -0.5f};
+
/* Scale texcoords by size of texture, and add half pixel bias */
vector float ss = spu_madd(s, tlevel->scale_s, half);
vector float tt = spu_madd(t, tlevel->scale_t, half);
/* get packed int texels */
vector unsigned int texels[16];
- get_four_texels(unit, level, is0, it0, texels + 0); /* upper-left */
- get_four_texels(unit, level, is1, it0, texels + 4); /* upper-right */
- get_four_texels(unit, level, is0, it1, texels + 8); /* lower-left */
- get_four_texels(unit, level, is1, it1, texels + 12); /* lower-right */
+ get_four_texels(unit, level, face, is0, it0, texels + 0); /* upper-left */
+ get_four_texels(unit, level, face, is1, it0, texels + 4); /* upper-right */
+ get_four_texels(unit, level, face, is0, it1, texels + 8); /* lower-left */
+ get_four_texels(unit, level, face, is1, it1, texels + 12); /* lower-right */
/* twiddle packed 32-bit BGRA pixels into RGBA as four unsigned ints */
{
void
sample_texture4_lod(vector float s, vector float t,
vector float r, vector float q,
- uint unit, uint level_ignored, vector float colors[4])
+ uint unit, uint level_ignored, uint face,
+ vector float colors[4])
{
/*
* Note that we're computing a lambda/lod here that's used for all
if (lambda <= 0.0f) {
/* magnify */
- spu.mag_sample_texture4[unit](s, t, r, q, unit, 0, colors);
+ spu.mag_sample_texture4[unit](s, t, r, q, unit, 0, 0, colors);
}
else {
/* minify */
int level = (int) (lambda + 0.5f);
if (level > (int) spu.texture[unit].max_level)
level = spu.texture[unit].max_level;
- spu.min_sample_texture4[unit](s, t, r, q, unit, level, colors);
+ spu.min_sample_texture4[unit](s, t, r, q, unit, level, 0, colors);
/* XXX to do: mipmap level interpolation */
}
}
+
+/** XXX need a SIMD version of this */
+static unsigned
+choose_cube_face(float rx, float ry, float rz, float *newS, float *newT)
+{
+ /*
+ major axis
+ direction target sc tc ma
+ ---------- ------------------------------- --- --- ---
+ +rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx
+ -rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx
+ +ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry
+ -ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry
+ +rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz
+ -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz
+ */
+ const float arx = fabsf(rx);
+ const float ary = fabsf(ry);
+ const float arz = fabsf(rz);
+ unsigned face;
+ float sc, tc, ma;
+
+ if (arx > ary && arx > arz) {
+ if (rx >= 0.0F) {
+ face = PIPE_TEX_FACE_POS_X;
+ sc = -rz;
+ tc = -ry;
+ ma = arx;
+ }
+ else {
+ face = PIPE_TEX_FACE_NEG_X;
+ sc = rz;
+ tc = -ry;
+ ma = arx;
+ }
+ }
+ else if (ary > arx && ary > arz) {
+ if (ry >= 0.0F) {
+ face = PIPE_TEX_FACE_POS_Y;
+ sc = rx;
+ tc = rz;
+ ma = ary;
+ }
+ else {
+ face = PIPE_TEX_FACE_NEG_Y;
+ sc = rx;
+ tc = -rz;
+ ma = ary;
+ }
+ }
+ else {
+ if (rz > 0.0F) {
+ face = PIPE_TEX_FACE_POS_Z;
+ sc = rx;
+ tc = -ry;
+ ma = arz;
+ }
+ else {
+ face = PIPE_TEX_FACE_NEG_Z;
+ sc = -rx;
+ tc = -ry;
+ ma = arz;
+ }
+ }
+
+ *newS = (sc / ma + 1.0F) * 0.5F;
+ *newT = (tc / ma + 1.0F) * 0.5F;
+
+ return face;
+}
+
+
+
+void
+sample_texture4_cube(vector float s, vector float t,
+ vector float r, vector float q,
+ uint unit, uint level, int face_ignored,
+ vector float colors[4])
+{
+ static const vector float zero = {0.0f, 0.0f, 0.0f, 0.0f};
+ uint p, faces[4];
+ float newS[4], newT[4];
+
+ /* Compute cube face referenced by the four sets of texcoords.
+ * XXX we should SIMD-ize this.
+ */
+ for (p = 0; p < 4; p++) {
+ float rx = spu_extract(s, p);
+ float ry = spu_extract(t, p);
+ float rz = spu_extract(r, p);
+ faces[p] = choose_cube_face(rx, ry, rz, &newS[p], &newT[p]);
+ }
+
+ if (faces[0] == faces[1] &&
+ faces[0] == faces[2] &&
+ faces[0] == faces[3]) {
+ /* GOOD! All four texcoords refer to the same cube face */
+ s = (vector float) {newS[0], newS[1], newS[2], newS[3]};
+ t = (vector float) {newT[0], newT[1], newT[2], newT[3]};
+ sample_texture4_nearest(s, t, zero, zero, unit, level, faces[0], colors);
+ }
+ else {
+ /* BAD! The four texcoords refer to different faces */
+ for (p = 0; p < 4; p++) {
+ vector float c[4];
+
+ sample_texture4_nearest(spu_splats(newS[p]), spu_splats(newT[p]),
+ zero, zero, unit, level, faces[p], c);
+
+ float red = spu_extract(c[0], p);
+ float green = spu_extract(c[1], p);
+ float blue = spu_extract(c[2], p);
+ float alpha = spu_extract(c[3], p);
+
+ colors[0] = spu_insert(red, colors[0], p);
+ colors[1] = spu_insert(green, colors[1], p);
+ colors[2] = spu_insert(blue, colors[2], p);
+ colors[3] = spu_insert(alpha, colors[3], p);
+ }
+ }
+}