#include "lp_bld_logic.h"
#include "lp_bld_swizzle.h"
#include "lp_bld_pack.h"
+#include "lp_bld_flow.h"
#include "lp_bld_format.h"
#include "lp_bld_sample.h"
}
+/**
+ * Generate code to do cube face selection and per-face texcoords.
+ */
+static void
+lp_build_cube_lookup(struct lp_build_sample_context *bld,
+ LLVMValueRef s,
+ LLVMValueRef t,
+ LLVMValueRef r,
+ LLVMValueRef *face,
+ LLVMValueRef *face_s,
+ LLVMValueRef *face_t)
+{
+#if 0
+ struct lp_build_context *float_bld = &bld->float_bld;
+ LLVMValueRef rx, ry, rz;
+ LLVMValueRef arx, ary, arz;
+ LLVMValueRef sc, tc, ma;
+ LLVMValueRef c25 = LLVMConstReal(LLVMFloatType(), 0.25);
+ LLVMValueRef arx_ge_ary, arx_ge_arz;
+ LLVMValueRef ary_ge_arx, ary_ge_arz;
+ LLVMValueRef arx_ge_ary_arz, ary_ge_arx_arz;
+ LLVMValueRef rx_pos, ry_pos, rz_pos;
+
+ assert(bld->coord_bld.type.length == 4);
+
+ /*
+ * Use the average of the four pixel's texcoords to choose the face.
+ */
+ rx = lp_build_mul(float_bld, c25,
+ lp_build_sum_vector(&bld->coord_bld, s));
+ ry = lp_build_mul(float_bld, c25,
+ lp_build_sum_vector(&bld->coord_bld, t));
+ rz = lp_build_mul(float_bld, c25,
+ lp_build_sum_vector(&bld->coord_bld, r));
+
+ arx = lp_build_abs(float_bld, rx);
+ ary = lp_build_abs(float_bld, ry);
+ arz = lp_build_abs(float_bld, rz);
+
+ /*
+ * Compare sign/magnitude of rx,ry,rz to determine face
+ */
+ arx_ge_ary = LLVMBuildFCmp(bld->builder, LLVMRealUGE, arx, ary, "");
+ arx_ge_arz = LLVMBuildFCmp(bld->builder, LLVMRealUGE, arx, arz, "");
+ ary_ge_arx = LLVMBuildFCmp(bld->builder, LLVMRealUGE, ary, arx, "");
+ ary_ge_arz = LLVMBuildFCmp(bld->builder, LLVMRealUGE, ary, arz, "");
+
+ arx_ge_ary_arz = LLVMBuildAnd(bld->builder, arx_ge_ary, arx_ge_arz, "");
+ ary_ge_arx_arz = LLVMBuildAnd(bld->builder, ary_ge_arx, ary_ge_arz, "");
+
+ rx_pos = LLVMBuildFCmp(bld->builder, LLVMRealUGE, rx, float_bld->zero, "");
+ ry_pos = LLVMBuildFCmp(bld->builder, LLVMRealUGE, ry, float_bld->zero, "");
+ rz_pos = LLVMBuildFCmp(bld->builder, LLVMRealUGE, rz, float_bld->zero, "");
+
+ {
+ struct lp_build_flow_context *flow_ctx;
+ struct lp_build_if_state if_ctx, if2_ctx;
+
+ flow_ctx = lp_build_flow_create(bld->builder);
+
+ lp_build_if(&if_ctx, flow_ctx, bld->builder, arx_ge_ary_arz);
+ {
+#if 0
+ lp_build_if(&if2_ctx, flow_ctx, bld->builder, rx_pos);
+ {
+ /* Positive X face */
+ }
+ lp_build_else(&if2_ctx);
+ {
+ /* Negative X face */
+ }
+ lp_build_endif(&if2_ctx);
+#endif
+ }
+ lp_build_else(&if_ctx);
+ {
+
+
+ }
+ lp_build_endif(&if_ctx);
+
+ lp_build_flow_destroy(flow_ctx);
+ }
+#endif
+}
+
+
/**
* General texture sampling codegen.
* Choose cube face, recompute texcoords.
*/
if (bld->static_state->target == PIPE_TEXTURE_CUBE) {
-
+ LLVMValueRef face, face_s, face_t;
+ lp_build_cube_lookup(bld, s, t, r, &face, &face_s, &face_t);
}
/*