static GLuint
-choose_cube_face(float rx, float ry, float rz,
- float newCoord[4])
+choose_cube_face(float rx, float ry, float rz, float *newS, float *newT)
{
/*
major axis
}
}
- newCoord[0] = ( sc / ma + 1.0F ) * 0.5F;
- newCoord[1] = ( tc / ma + 1.0F ) * 0.5F;
+ *newS = ( sc / ma + 1.0F ) * 0.5F;
+ *newT = ( tc / ma + 1.0F ) * 0.5F;
return face;
}
compute_cache_pos(unsigned face, unsigned level, unsigned zslice,
int tx, int ty)
{
- unsigned entry = tx + ty * 2 + zslice *4 + level + face;
+#if 01
+ unsigned entry = tx + ty * 2 + zslice * 4 + face + level;
return entry % TEX_CACHE_NUM_ENTRIES;
+#else
+ return 0;
+#endif
}
struct pipe_surface *ps
= pipe->get_tex_surface(pipe, sampler->texture, face, level, zslice);
- printf("cache miss (%d, %d)\n", x, y);
+ /*
+ printf("cache miss (%d, %d) face %u\n", tx, ty, face);
+ */
assert(ps->width == sampler->texture->level[level].width);
assert(ps->height == sampler->texture->level[level].height);
-static void
-sp_get_samples_1d(struct tgsi_sampler *sampler,
- const float s[QUAD_SIZE],
- const float t[QUAD_SIZE],
- const float p[QUAD_SIZE],
- float lodbias,
- float rgba[NUM_CHANNELS][QUAD_SIZE])
-{
-}
-
-
/**
- * Called via tgsi_sampler::get_samples()
- * Use the sampler's state setting to get a filtered RGBA value
- * from the sampler's texture (mipmap tree).
- *
- * XXX we can implement many versions of this function, each
- * tightly coded for a specific combination of sampler state
- * (nearest + repeat), (bilinear mipmap + clamp), etc.
- *
- * The update_samplers() function in st_atom_sampler.c could create
- * a new tgsi_sampler object for each state combo it finds....
+ * Common code for sampling 1D/2D/cube textures.
+ * Could probably extend for 3D...
*/
static void
-sp_get_samples_2d(struct tgsi_sampler *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_2d_common(struct tgsi_sampler *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 unsigned faces[4])
{
unsigned level0, level1, j, imgFilter;
int width, height;
float levelBlend;
-
+
choose_mipmap_levels(sampler, s, t, p, lodbias,
&level0, &level1, &levelBlend, &imgFilter);
for (j = 0; j < QUAD_SIZE; j++) {
int x = nearest_texcoord(sampler->state->wrap_s, s[j], width);
int y = nearest_texcoord(sampler->state->wrap_t, t[j], height);
- get_texel(sampler, 0, level0, 0, x, y, rgba, j);
+ get_texel(sampler, faces[j], level0, 0, x, y, rgba, j);
if (level0 != level1) {
/* get texels from second mipmap level and blend */
unsigned c;
x = x / 2;
y = y / 2;
- get_texel(sampler, 0, level1, 0, x, y, rgba2, j);
+ get_texel(sampler, faces[j], level1, 0, x, y, rgba2, j);
for (c = 0; c < NUM_CHANNELS; c++) {
rgba[c][j] = LERP(levelBlend, rgba2[c][j], rgba[c][j]);
}
int x0, y0, x1, y1, c;
linear_texcoord(sampler->state->wrap_s, s[j], width, &x0, &x1, &a);
linear_texcoord(sampler->state->wrap_t, t[j], height, &y0, &y1, &b);
- get_texel(sampler, 0, level0, 0, x0, y0, tx, 0);
- get_texel(sampler, 0, level0, 0, x1, y0, tx, 1);
- get_texel(sampler, 0, level0, 0, x0, y1, tx, 2);
- get_texel(sampler, 0, level0, 0, x1, y1, tx, 3);
+ get_texel(sampler, faces[j], level0, 0, x0, y0, tx, 0);
+ get_texel(sampler, faces[j], level0, 0, x1, y0, tx, 1);
+ get_texel(sampler, faces[j], level0, 0, x0, y1, tx, 2);
+ get_texel(sampler, faces[j], level0, 0, x1, y1, tx, 3);
for (c = 0; c < 4; c++) {
rgba[c][j] = lerp_2d(a, b, tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
}
y0 = y0 / 2;
x1 = x1 / 2;
y1 = y1 / 2;
- get_texel(sampler, 0, level1, 0, x0, y0, tx, 0);
- get_texel(sampler, 0, level1, 0, x1, y0, tx, 1);
- get_texel(sampler, 0, level1, 0, x0, y1, tx, 2);
- get_texel(sampler, 0, level1, 0, x1, y1, tx, 3);
+ get_texel(sampler, faces[j], level1, 0, x0, y0, tx, 0);
+ get_texel(sampler, faces[j], level1, 0, x1, y0, tx, 1);
+ get_texel(sampler, faces[j], level1, 0, x0, y1, tx, 2);
+ get_texel(sampler, faces[j], level1, 0, x1, y1, tx, 3);
for (c = 0; c < 4; c++) {
rgba2[c][j] = lerp_2d(a, b,
tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
}
+static void
+sp_get_samples_1d(struct tgsi_sampler *sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ float lodbias,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ static const unsigned faces[4] = {0, 0, 0, 0};
+ sp_get_samples_2d_common(sampler, s, NULL, NULL, lodbias, rgba, faces);
+}
+
+
+static void
+sp_get_samples_2d(struct tgsi_sampler *sampler,
+ const float s[QUAD_SIZE],
+ const float t[QUAD_SIZE],
+ const float p[QUAD_SIZE],
+ float lodbias,
+ float rgba[NUM_CHANNELS][QUAD_SIZE])
+{
+ static const unsigned faces[4] = {0, 0, 0, 0};
+ sp_get_samples_2d_common(sampler, s, t, NULL, lodbias, rgba, faces);
+}
+
+
static void
sp_get_samples_3d(struct tgsi_sampler *sampler,
const float s[QUAD_SIZE],
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
- GLuint j;
+ unsigned faces[QUAD_SIZE], j;
+ float ssss[4], tttt[4];
for (j = 0; j < QUAD_SIZE; j++) {
- float st[4];
- GLuint face = choose_cube_face(s[j], t[j], p[j], st);
- (void) face;
- /* get/map surface corresponding to the face */
+ faces[j] = choose_cube_face(s[j], t[j], p[j], ssss + j, tttt + j);
}
+ sp_get_samples_2d_common(sampler, ssss, tttt, NULL, lodbias, rgba, faces);
}
+/**
+ * Called via tgsi_sampler::get_samples()
+ * Use the sampler's state setting to get a filtered RGBA value
+ * from the sampler's texture (mipmap tree).
+ *
+ * XXX we can implement many versions of this function, each
+ * tightly coded for a specific combination of sampler state
+ * (nearest + repeat), (bilinear mipmap + clamp), etc.
+ *
+ * The update_samplers() function in st_atom_sampler.c could create
+ * a new tgsi_sampler object for each state combo it finds....
+ */
void
sp_get_samples(struct tgsi_sampler *sampler,
const float s[QUAD_SIZE],