From 9ffdc78d1a308bb21a8627abb7bfc9da8abd2f81 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Thu, 11 Mar 2010 15:29:11 -0700 Subject: [PATCH] softpipe: tighten up the code in sample_cube() --- src/gallium/drivers/softpipe/sp_tex_sample.c | 100 +++++++------------ 1 file changed, 38 insertions(+), 62 deletions(-) diff --git a/src/gallium/drivers/softpipe/sp_tex_sample.c b/src/gallium/drivers/softpipe/sp_tex_sample.c index ef7ccf41898..1ce21b6ca05 100644 --- a/src/gallium/drivers/softpipe/sp_tex_sample.c +++ b/src/gallium/drivers/softpipe/sp_tex_sample.c @@ -1614,7 +1614,6 @@ sample_cube(struct tgsi_sampler *tgsi_sampler, struct sp_sampler_varient *samp = sp_sampler_varient(tgsi_sampler); unsigned j; float ssss[4], tttt[4]; - unsigned face; /* major axis @@ -1628,7 +1627,8 @@ sample_cube(struct tgsi_sampler *tgsi_sampler, -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz */ - /* First choose the cube face. + /* Choose the cube face and compute new s/t coords for the 2D face. + * * Use the same cube face for all four pixels in the quad. * * This isn't ideal, but if we want to use a different cube face @@ -1648,84 +1648,60 @@ sample_cube(struct tgsi_sampler *tgsi_sampler, if (arx >= ary && arx >= arz) { if (rx >= 0.0F) { - face = PIPE_TEX_FACE_POS_X; + for (j = 0; j < QUAD_SIZE; j++) { + const float ima = 1.0 / fabsf(s[j]); + ssss[j] = (-p[j] * ima + 1.0F) * 0.5F; + tttt[j] = (-t[j] * ima + 1.0F) * 0.5F; + samp->faces[j] = PIPE_TEX_FACE_POS_X; + } } else { - face = PIPE_TEX_FACE_NEG_X; + for (j = 0; j < QUAD_SIZE; j++) { + const float ima = 1.0 / fabsf(s[j]); + ssss[j] = ( p[j] * ima + 1.0F) * 0.5F; + tttt[j] = (-t[j] * ima + 1.0F) * 0.5F; + samp->faces[j] = PIPE_TEX_FACE_NEG_X; + } } } else if (ary >= arx && ary >= arz) { if (ry >= 0.0F) { - face = PIPE_TEX_FACE_POS_Y; + for (j = 0; j < QUAD_SIZE; j++) { + const float ima = 1.0 / fabsf(t[j]); + ssss[j] = (s[j] * ima + 1.0F) * 0.5F; + tttt[j] = (p[j] * ima + 1.0F) * 0.5F; + samp->faces[j] = PIPE_TEX_FACE_POS_Y; + } } else { - face = PIPE_TEX_FACE_NEG_Y; + for (j = 0; j < QUAD_SIZE; j++) { + const float ima = 1.0 / fabsf(t[j]); + ssss[j] = ( s[j] * ima + 1.0F) * 0.5F; + tttt[j] = (-p[j] * ima + 1.0F) * 0.5F; + samp->faces[j] = PIPE_TEX_FACE_NEG_Y; + } } } else { if (rz > 0.0F) { - face = PIPE_TEX_FACE_POS_Z; + for (j = 0; j < QUAD_SIZE; j++) { + const float ima = 1.0 / fabsf(p[j]); + ssss[j] = ( s[j] * ima + 1.0F) * 0.5F; + tttt[j] = (-t[j] * ima + 1.0F) * 0.5F; + samp->faces[j] = PIPE_TEX_FACE_POS_Z; + } } else { - face = PIPE_TEX_FACE_NEG_Z; + for (j = 0; j < QUAD_SIZE; j++) { + const float ima = 1.0 / fabsf(p[j]); + ssss[j] = (-s[j] * ima + 1.0F) * 0.5F; + tttt[j] = (-t[j] * ima + 1.0F) * 0.5F; + samp->faces[j] = PIPE_TEX_FACE_NEG_Z; + } } } } - /* Now compute the 2D _face_ texture coords from the - * 3D _cube_ texture coords. - */ - for (j = 0; j < QUAD_SIZE; j++) { - const float rx = s[j], ry = t[j], rz = p[j]; - const float arx = fabsf(rx), ary = fabsf(ry), arz = fabsf(rz); - float sc, tc, ma; - - switch (face) { - case PIPE_TEX_FACE_POS_X: - sc = -rz; - tc = -ry; - ma = arx; - break; - case PIPE_TEX_FACE_NEG_X: - sc = rz; - tc = -ry; - ma = arx; - break; - case PIPE_TEX_FACE_POS_Y: - sc = rx; - tc = rz; - ma = ary; - break; - case PIPE_TEX_FACE_NEG_Y: - sc = rx; - tc = -rz; - ma = ary; - break; - case PIPE_TEX_FACE_POS_Z: - sc = rx; - tc = -ry; - ma = arz; - break; - case PIPE_TEX_FACE_NEG_Z: - sc = -rx; - tc = -ry; - ma = arz; - break; - default: - assert(0 && "bad cube face"); - sc = 0.0F; - tc = 0.0F; - ma = 0.0F; - } - - { - const float ima = 1.0 / ma; - ssss[j] = ( sc * ima + 1.0F ) * 0.5F; - tttt[j] = ( tc * ima + 1.0F ) * 0.5F; - samp->faces[j] = face; - } - } - /* In our little pipeline, the compare stage is next. If compare * is not active, this will point somewhere deeper into the * pipeline, eg. to mip_filter or even img_filter. -- 2.30.2