2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 #include "main/glheader.h"
27 #include "main/context.h"
28 #include "main/colormac.h"
29 #include "main/imports.h"
31 #include "s_context.h"
32 #include "s_texfilter.h"
36 * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes
37 * see 1-pixel bands of improperly weighted linear-filtered textures.
38 * The tests/texwrap.c demo is a good test.
39 * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
40 * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
42 #define FRAC(f) ((f) - IFLOOR(f))
47 * Linear interpolation macro
49 #define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) )
53 * Do 2D/biliner interpolation of float values.
54 * v00, v10, v01 and v11 are typically four texture samples in a square/box.
55 * a and b are the horizontal and vertical interpolants.
56 * It's important that this function is inlined when compiled with
57 * optimization! If we find that's not true on some systems, convert
61 lerp_2d(GLfloat a
, GLfloat b
,
62 GLfloat v00
, GLfloat v10
, GLfloat v01
, GLfloat v11
)
64 const GLfloat temp0
= LERP(a
, v00
, v10
);
65 const GLfloat temp1
= LERP(a
, v01
, v11
);
66 return LERP(b
, temp0
, temp1
);
71 * Do 3D/trilinear interpolation of float values.
75 lerp_3d(GLfloat a
, GLfloat b
, GLfloat c
,
76 GLfloat v000
, GLfloat v100
, GLfloat v010
, GLfloat v110
,
77 GLfloat v001
, GLfloat v101
, GLfloat v011
, GLfloat v111
)
79 const GLfloat temp00
= LERP(a
, v000
, v100
);
80 const GLfloat temp10
= LERP(a
, v010
, v110
);
81 const GLfloat temp01
= LERP(a
, v001
, v101
);
82 const GLfloat temp11
= LERP(a
, v011
, v111
);
83 const GLfloat temp0
= LERP(b
, temp00
, temp10
);
84 const GLfloat temp1
= LERP(b
, temp01
, temp11
);
85 return LERP(c
, temp0
, temp1
);
90 * Do linear interpolation of colors.
93 lerp_rgba(GLfloat result
[4], GLfloat t
, const GLfloat a
[4], const GLfloat b
[4])
95 result
[0] = LERP(t
, a
[0], b
[0]);
96 result
[1] = LERP(t
, a
[1], b
[1]);
97 result
[2] = LERP(t
, a
[2], b
[2]);
98 result
[3] = LERP(t
, a
[3], b
[3]);
103 * Do bilinear interpolation of colors.
106 lerp_rgba_2d(GLfloat result
[4], GLfloat a
, GLfloat b
,
107 const GLfloat t00
[4], const GLfloat t10
[4],
108 const GLfloat t01
[4], const GLfloat t11
[4])
110 result
[0] = lerp_2d(a
, b
, t00
[0], t10
[0], t01
[0], t11
[0]);
111 result
[1] = lerp_2d(a
, b
, t00
[1], t10
[1], t01
[1], t11
[1]);
112 result
[2] = lerp_2d(a
, b
, t00
[2], t10
[2], t01
[2], t11
[2]);
113 result
[3] = lerp_2d(a
, b
, t00
[3], t10
[3], t01
[3], t11
[3]);
118 * Do trilinear interpolation of colors.
121 lerp_rgba_3d(GLfloat result
[4], GLfloat a
, GLfloat b
, GLfloat c
,
122 const GLfloat t000
[4], const GLfloat t100
[4],
123 const GLfloat t010
[4], const GLfloat t110
[4],
124 const GLfloat t001
[4], const GLfloat t101
[4],
125 const GLfloat t011
[4], const GLfloat t111
[4])
128 /* compiler should unroll these short loops */
129 for (k
= 0; k
< 4; k
++) {
130 result
[k
] = lerp_3d(a
, b
, c
, t000
[k
], t100
[k
], t010
[k
], t110
[k
],
131 t001
[k
], t101
[k
], t011
[k
], t111
[k
]);
137 * Used for GL_REPEAT wrap mode. Using A % B doesn't produce the
138 * right results for A<0. Casting to A to be unsigned only works if B
139 * is a power of two. Adding a bias to A (which is a multiple of B)
140 * avoids the problems with A < 0 (for reasonable A) without using a
143 #define REMAINDER(A, B) (((A) + (B) * 1024) % (B))
147 * Used to compute texel locations for linear sampling.
149 * wrapMode = GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER
150 * s = texcoord in [0,1]
151 * size = width (or height or depth) of texture
153 * i0, i1 = returns two nearest texel indexes
154 * weight = returns blend factor between texels
157 linear_texel_locations(GLenum wrapMode
,
158 const struct gl_texture_image
*img
,
159 GLint size
, GLfloat s
,
160 GLint
*i0
, GLint
*i1
, GLfloat
*weight
)
166 if (img
->_IsPowerOfTwo
) {
167 *i0
= IFLOOR(u
) & (size
- 1);
168 *i1
= (*i0
+ 1) & (size
- 1);
171 *i0
= REMAINDER(IFLOOR(u
), size
);
172 *i1
= REMAINDER(*i0
+ 1, size
);
175 case GL_CLAMP_TO_EDGE
:
187 if (*i1
>= (GLint
) size
)
190 case GL_CLAMP_TO_BORDER
:
192 const GLfloat min
= -1.0F
/ (2.0F
* size
);
193 const GLfloat max
= 1.0F
- min
;
205 case GL_MIRRORED_REPEAT
:
207 const GLint flr
= IFLOOR(s
);
209 u
= 1.0F
- (s
- (GLfloat
) flr
);
211 u
= s
- (GLfloat
) flr
;
212 u
= (u
* size
) - 0.5F
;
217 if (*i1
>= (GLint
) size
)
221 case GL_MIRROR_CLAMP_EXT
:
231 case GL_MIRROR_CLAMP_TO_EDGE_EXT
:
242 if (*i1
>= (GLint
) size
)
245 case GL_MIRROR_CLAMP_TO_BORDER_EXT
:
247 const GLfloat min
= -1.0F
/ (2.0F
* size
);
248 const GLfloat max
= 1.0F
- min
;
273 _mesa_problem(NULL
, "Bad wrap mode");
281 * Used to compute texel location for nearest sampling.
284 nearest_texel_location(GLenum wrapMode
,
285 const struct gl_texture_image
*img
,
286 GLint size
, GLfloat s
)
292 /* s limited to [0,1) */
293 /* i limited to [0,size-1] */
294 i
= IFLOOR(s
* size
);
295 if (img
->_IsPowerOfTwo
)
298 i
= REMAINDER(i
, size
);
300 case GL_CLAMP_TO_EDGE
:
302 /* s limited to [min,max] */
303 /* i limited to [0, size-1] */
304 const GLfloat min
= 1.0F
/ (2.0F
* size
);
305 const GLfloat max
= 1.0F
- min
;
311 i
= IFLOOR(s
* size
);
314 case GL_CLAMP_TO_BORDER
:
316 /* s limited to [min,max] */
317 /* i limited to [-1, size] */
318 const GLfloat min
= -1.0F
/ (2.0F
* size
);
319 const GLfloat max
= 1.0F
- min
;
325 i
= IFLOOR(s
* size
);
328 case GL_MIRRORED_REPEAT
:
330 const GLfloat min
= 1.0F
/ (2.0F
* size
);
331 const GLfloat max
= 1.0F
- min
;
332 const GLint flr
= IFLOOR(s
);
335 u
= 1.0F
- (s
- (GLfloat
) flr
);
337 u
= s
- (GLfloat
) flr
;
343 i
= IFLOOR(u
* size
);
346 case GL_MIRROR_CLAMP_EXT
:
348 /* s limited to [0,1] */
349 /* i limited to [0,size-1] */
350 const GLfloat u
= FABSF(s
);
356 i
= IFLOOR(u
* size
);
359 case GL_MIRROR_CLAMP_TO_EDGE_EXT
:
361 /* s limited to [min,max] */
362 /* i limited to [0, size-1] */
363 const GLfloat min
= 1.0F
/ (2.0F
* size
);
364 const GLfloat max
= 1.0F
- min
;
365 const GLfloat u
= FABSF(s
);
371 i
= IFLOOR(u
* size
);
374 case GL_MIRROR_CLAMP_TO_BORDER_EXT
:
376 /* s limited to [min,max] */
377 /* i limited to [0, size-1] */
378 const GLfloat min
= -1.0F
/ (2.0F
* size
);
379 const GLfloat max
= 1.0F
- min
;
380 const GLfloat u
= FABSF(s
);
386 i
= IFLOOR(u
* size
);
390 /* s limited to [0,1] */
391 /* i limited to [0,size-1] */
397 i
= IFLOOR(s
* size
);
400 _mesa_problem(NULL
, "Bad wrap mode");
406 /* Power of two image sizes only */
408 linear_repeat_texel_location(GLuint size
, GLfloat s
,
409 GLint
*i0
, GLint
*i1
, GLfloat
*weight
)
411 GLfloat u
= s
* size
- 0.5F
;
412 *i0
= IFLOOR(u
) & (size
- 1);
413 *i1
= (*i0
+ 1) & (size
- 1);
419 * Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode.
422 clamp_rect_coord_nearest(GLenum wrapMode
, GLfloat coord
, GLint max
)
426 return IFLOOR( CLAMP(coord
, 0.0F
, max
- 1) );
427 case GL_CLAMP_TO_EDGE
:
428 return IFLOOR( CLAMP(coord
, 0.5F
, max
- 0.5F
) );
429 case GL_CLAMP_TO_BORDER
:
430 return IFLOOR( CLAMP(coord
, -0.5F
, max
+ 0.5F
) );
432 _mesa_problem(NULL
, "bad wrapMode in clamp_rect_coord_nearest");
439 * As above, but GL_LINEAR filtering.
442 clamp_rect_coord_linear(GLenum wrapMode
, GLfloat coord
, GLint max
,
443 GLint
*i0out
, GLint
*i1out
, GLfloat
*weight
)
449 /* Not exactly what the spec says, but it matches NVIDIA output */
450 fcol
= CLAMP(coord
- 0.5F
, 0.0F
, max
- 1);
454 case GL_CLAMP_TO_EDGE
:
455 fcol
= CLAMP(coord
, 0.5F
, max
- 0.5F
);
462 case GL_CLAMP_TO_BORDER
:
463 fcol
= CLAMP(coord
, -0.5F
, max
+ 0.5F
);
469 _mesa_problem(NULL
, "bad wrapMode in clamp_rect_coord_linear");
475 *weight
= FRAC(fcol
);
480 * Compute slice/image to use for 1D or 2D array texture.
483 tex_array_slice(GLfloat coord
, GLsizei size
)
485 GLint slice
= IFLOOR(coord
+ 0.5f
);
486 slice
= CLAMP(slice
, 0, size
- 1);
492 * Compute nearest integer texcoords for given texobj and coordinate.
493 * NOTE: only used for depth texture sampling.
496 nearest_texcoord(const struct gl_texture_object
*texObj
,
498 const GLfloat texcoord
[4],
499 GLint
*i
, GLint
*j
, GLint
*k
)
501 const struct gl_texture_image
*img
= texObj
->Image
[0][level
];
502 const GLint width
= img
->Width
;
503 const GLint height
= img
->Height
;
504 const GLint depth
= img
->Depth
;
506 switch (texObj
->Target
) {
507 case GL_TEXTURE_RECTANGLE_ARB
:
508 *i
= clamp_rect_coord_nearest(texObj
->Sampler
.WrapS
, texcoord
[0], width
);
509 *j
= clamp_rect_coord_nearest(texObj
->Sampler
.WrapT
, texcoord
[1], height
);
513 *i
= nearest_texel_location(texObj
->Sampler
.WrapS
, img
, width
, texcoord
[0]);
518 *i
= nearest_texel_location(texObj
->Sampler
.WrapS
, img
, width
, texcoord
[0]);
519 *j
= nearest_texel_location(texObj
->Sampler
.WrapT
, img
, height
, texcoord
[1]);
522 case GL_TEXTURE_1D_ARRAY_EXT
:
523 *i
= nearest_texel_location(texObj
->Sampler
.WrapS
, img
, width
, texcoord
[0]);
524 *j
= tex_array_slice(texcoord
[1], height
);
527 case GL_TEXTURE_2D_ARRAY_EXT
:
528 *i
= nearest_texel_location(texObj
->Sampler
.WrapS
, img
, width
, texcoord
[0]);
529 *j
= nearest_texel_location(texObj
->Sampler
.WrapT
, img
, height
, texcoord
[1]);
530 *k
= tex_array_slice(texcoord
[2], depth
);
539 * Compute linear integer texcoords for given texobj and coordinate.
540 * NOTE: only used for depth texture sampling.
543 linear_texcoord(const struct gl_texture_object
*texObj
,
545 const GLfloat texcoord
[4],
546 GLint
*i0
, GLint
*i1
, GLint
*j0
, GLint
*j1
, GLint
*slice
,
547 GLfloat
*wi
, GLfloat
*wj
)
549 const struct gl_texture_image
*img
= texObj
->Image
[0][level
];
550 const GLint width
= img
->Width
;
551 const GLint height
= img
->Height
;
552 const GLint depth
= img
->Depth
;
554 switch (texObj
->Target
) {
555 case GL_TEXTURE_RECTANGLE_ARB
:
556 clamp_rect_coord_linear(texObj
->Sampler
.WrapS
, texcoord
[0],
558 clamp_rect_coord_linear(texObj
->Sampler
.WrapT
, texcoord
[1],
565 linear_texel_locations(texObj
->Sampler
.WrapS
, img
, width
,
566 texcoord
[0], i0
, i1
, wi
);
567 linear_texel_locations(texObj
->Sampler
.WrapT
, img
, height
,
568 texcoord
[1], j0
, j1
, wj
);
572 case GL_TEXTURE_1D_ARRAY_EXT
:
573 linear_texel_locations(texObj
->Sampler
.WrapS
, img
, width
,
574 texcoord
[0], i0
, i1
, wi
);
575 *j0
= tex_array_slice(texcoord
[1], height
);
580 case GL_TEXTURE_2D_ARRAY_EXT
:
581 linear_texel_locations(texObj
->Sampler
.WrapS
, img
, width
,
582 texcoord
[0], i0
, i1
, wi
);
583 linear_texel_locations(texObj
->Sampler
.WrapT
, img
, height
,
584 texcoord
[1], j0
, j1
, wj
);
585 *slice
= tex_array_slice(texcoord
[2], depth
);
596 * For linear interpolation between mipmap levels N and N+1, this function
600 linear_mipmap_level(const struct gl_texture_object
*tObj
, GLfloat lambda
)
603 return tObj
->BaseLevel
;
604 else if (lambda
> tObj
->_MaxLambda
)
605 return (GLint
) (tObj
->BaseLevel
+ tObj
->_MaxLambda
);
607 return (GLint
) (tObj
->BaseLevel
+ lambda
);
612 * Compute the nearest mipmap level to take texels from.
615 nearest_mipmap_level(const struct gl_texture_object
*tObj
, GLfloat lambda
)
621 else if (lambda
> tObj
->_MaxLambda
+ 0.4999F
)
622 l
= tObj
->_MaxLambda
+ 0.4999F
;
625 level
= (GLint
) (tObj
->BaseLevel
+ l
+ 0.5F
);
626 if (level
> tObj
->_MaxLevel
)
627 level
= tObj
->_MaxLevel
;
634 * Bitflags for texture border color sampling.
646 * The lambda[] array values are always monotonic. Either the whole span
647 * will be minified, magnified, or split between the two. This function
648 * determines the subranges in [0, n-1] that are to be minified or magnified.
651 compute_min_mag_ranges(const struct gl_texture_object
*tObj
,
652 GLuint n
, const GLfloat lambda
[],
653 GLuint
*minStart
, GLuint
*minEnd
,
654 GLuint
*magStart
, GLuint
*magEnd
)
656 GLfloat minMagThresh
;
658 /* we shouldn't be here if minfilter == magfilter */
659 ASSERT(tObj
->Sampler
.MinFilter
!= tObj
->Sampler
.MagFilter
);
661 /* This bit comes from the OpenGL spec: */
662 if (tObj
->Sampler
.MagFilter
== GL_LINEAR
663 && (tObj
->Sampler
.MinFilter
== GL_NEAREST_MIPMAP_NEAREST
||
664 tObj
->Sampler
.MinFilter
== GL_NEAREST_MIPMAP_LINEAR
)) {
672 /* DEBUG CODE: Verify that lambda[] is monotonic.
673 * We can't really use this because the inaccuracy in the LOG2 function
674 * causes this test to fail, yet the resulting texturing is correct.
678 printf("lambda delta = %g\n", lambda
[0] - lambda
[n
-1]);
679 if (lambda
[0] >= lambda
[n
-1]) { /* decreasing */
680 for (i
= 0; i
< n
- 1; i
++) {
681 ASSERT((GLint
) (lambda
[i
] * 10) >= (GLint
) (lambda
[i
+1] * 10));
684 else { /* increasing */
685 for (i
= 0; i
< n
- 1; i
++) {
686 ASSERT((GLint
) (lambda
[i
] * 10) <= (GLint
) (lambda
[i
+1] * 10));
692 if (lambda
[0] <= minMagThresh
&& (n
<= 1 || lambda
[n
-1] <= minMagThresh
)) {
693 /* magnification for whole span */
696 *minStart
= *minEnd
= 0;
698 else if (lambda
[0] > minMagThresh
&& (n
<=1 || lambda
[n
-1] > minMagThresh
)) {
699 /* minification for whole span */
702 *magStart
= *magEnd
= 0;
705 /* a mix of minification and magnification */
707 if (lambda
[0] > minMagThresh
) {
708 /* start with minification */
709 for (i
= 1; i
< n
; i
++) {
710 if (lambda
[i
] <= minMagThresh
)
719 /* start with magnification */
720 for (i
= 1; i
< n
; i
++) {
721 if (lambda
[i
] > minMagThresh
)
732 /* Verify the min/mag Start/End values
733 * We don't use this either (see above)
737 for (i
= 0; i
< n
; i
++) {
738 if (lambda
[i
] > minMagThresh
) {
740 ASSERT(i
>= *minStart
);
745 ASSERT(i
>= *magStart
);
755 * When we sample the border color, it must be interpreted according to
756 * the base texture format. Ex: if the texture base format it GL_ALPHA,
757 * we return (0,0,0,BorderAlpha).
760 get_border_color(const struct gl_texture_object
*tObj
,
761 const struct gl_texture_image
*img
,
764 switch (img
->_BaseFormat
) {
766 rgba
[0] = tObj
->Sampler
.BorderColor
.f
[0];
767 rgba
[1] = tObj
->Sampler
.BorderColor
.f
[1];
768 rgba
[2] = tObj
->Sampler
.BorderColor
.f
[2];
772 rgba
[0] = rgba
[1] = rgba
[2] = 0.0;
773 rgba
[3] = tObj
->Sampler
.BorderColor
.f
[3];
776 rgba
[0] = rgba
[1] = rgba
[2] = tObj
->Sampler
.BorderColor
.f
[0];
779 case GL_LUMINANCE_ALPHA
:
780 rgba
[0] = rgba
[1] = rgba
[2] = tObj
->Sampler
.BorderColor
.f
[0];
781 rgba
[3] = tObj
->Sampler
.BorderColor
.f
[3];
784 rgba
[0] = rgba
[1] = rgba
[2] = rgba
[3] = tObj
->Sampler
.BorderColor
.f
[0];
787 COPY_4V(rgba
, tObj
->Sampler
.BorderColor
.f
);
792 /**********************************************************************/
793 /* 1-D Texture Sampling Functions */
794 /**********************************************************************/
797 * Return the texture sample for coordinate (s) using GL_NEAREST filter.
800 sample_1d_nearest(struct gl_context
*ctx
,
801 const struct gl_texture_object
*tObj
,
802 const struct gl_texture_image
*img
,
803 const GLfloat texcoord
[4], GLfloat rgba
[4])
805 const GLint width
= img
->Width2
; /* without border, power of two */
807 i
= nearest_texel_location(tObj
->Sampler
.WrapS
, img
, width
, texcoord
[0]);
808 /* skip over the border, if any */
810 if (i
< 0 || i
>= (GLint
) img
->Width
) {
811 /* Need this test for GL_CLAMP_TO_BORDER mode */
812 get_border_color(tObj
, img
, rgba
);
815 img
->FetchTexelf(img
, i
, 0, 0, rgba
);
821 * Return the texture sample for coordinate (s) using GL_LINEAR filter.
824 sample_1d_linear(struct gl_context
*ctx
,
825 const struct gl_texture_object
*tObj
,
826 const struct gl_texture_image
*img
,
827 const GLfloat texcoord
[4], GLfloat rgba
[4])
829 const GLint width
= img
->Width2
;
831 GLbitfield useBorderColor
= 0x0;
833 GLfloat t0
[4], t1
[4]; /* texels */
835 linear_texel_locations(tObj
->Sampler
.WrapS
, img
, width
, texcoord
[0], &i0
, &i1
, &a
);
842 if (i0
< 0 || i0
>= width
) useBorderColor
|= I0BIT
;
843 if (i1
< 0 || i1
>= width
) useBorderColor
|= I1BIT
;
846 /* fetch texel colors */
847 if (useBorderColor
& I0BIT
) {
848 get_border_color(tObj
, img
, t0
);
851 img
->FetchTexelf(img
, i0
, 0, 0, t0
);
853 if (useBorderColor
& I1BIT
) {
854 get_border_color(tObj
, img
, t1
);
857 img
->FetchTexelf(img
, i1
, 0, 0, t1
);
860 lerp_rgba(rgba
, a
, t0
, t1
);
865 sample_1d_nearest_mipmap_nearest(struct gl_context
*ctx
,
866 const struct gl_texture_object
*tObj
,
867 GLuint n
, const GLfloat texcoord
[][4],
868 const GLfloat lambda
[], GLfloat rgba
[][4])
871 ASSERT(lambda
!= NULL
);
872 for (i
= 0; i
< n
; i
++) {
873 GLint level
= nearest_mipmap_level(tObj
, lambda
[i
]);
874 sample_1d_nearest(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], rgba
[i
]);
880 sample_1d_linear_mipmap_nearest(struct gl_context
*ctx
,
881 const struct gl_texture_object
*tObj
,
882 GLuint n
, const GLfloat texcoord
[][4],
883 const GLfloat lambda
[], GLfloat rgba
[][4])
886 ASSERT(lambda
!= NULL
);
887 for (i
= 0; i
< n
; i
++) {
888 GLint level
= nearest_mipmap_level(tObj
, lambda
[i
]);
889 sample_1d_linear(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], rgba
[i
]);
895 sample_1d_nearest_mipmap_linear(struct gl_context
*ctx
,
896 const struct gl_texture_object
*tObj
,
897 GLuint n
, const GLfloat texcoord
[][4],
898 const GLfloat lambda
[], GLfloat rgba
[][4])
901 ASSERT(lambda
!= NULL
);
902 for (i
= 0; i
< n
; i
++) {
903 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
904 if (level
>= tObj
->_MaxLevel
) {
905 sample_1d_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
906 texcoord
[i
], rgba
[i
]);
909 GLfloat t0
[4], t1
[4];
910 const GLfloat f
= FRAC(lambda
[i
]);
911 sample_1d_nearest(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], t0
);
912 sample_1d_nearest(ctx
, tObj
, tObj
->Image
[0][level
+1], texcoord
[i
], t1
);
913 lerp_rgba(rgba
[i
], f
, t0
, t1
);
920 sample_1d_linear_mipmap_linear(struct gl_context
*ctx
,
921 const struct gl_texture_object
*tObj
,
922 GLuint n
, const GLfloat texcoord
[][4],
923 const GLfloat lambda
[], GLfloat rgba
[][4])
926 ASSERT(lambda
!= NULL
);
927 for (i
= 0; i
< n
; i
++) {
928 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
929 if (level
>= tObj
->_MaxLevel
) {
930 sample_1d_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
931 texcoord
[i
], rgba
[i
]);
934 GLfloat t0
[4], t1
[4];
935 const GLfloat f
= FRAC(lambda
[i
]);
936 sample_1d_linear(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], t0
);
937 sample_1d_linear(ctx
, tObj
, tObj
->Image
[0][level
+1], texcoord
[i
], t1
);
938 lerp_rgba(rgba
[i
], f
, t0
, t1
);
944 /** Sample 1D texture, nearest filtering for both min/magnification */
946 sample_nearest_1d( struct gl_context
*ctx
,
947 const struct gl_texture_object
*tObj
, GLuint n
,
948 const GLfloat texcoords
[][4], const GLfloat lambda
[],
952 struct gl_texture_image
*image
= tObj
->Image
[0][tObj
->BaseLevel
];
954 for (i
= 0; i
< n
; i
++) {
955 sample_1d_nearest(ctx
, tObj
, image
, texcoords
[i
], rgba
[i
]);
960 /** Sample 1D texture, linear filtering for both min/magnification */
962 sample_linear_1d( struct gl_context
*ctx
,
963 const struct gl_texture_object
*tObj
, GLuint n
,
964 const GLfloat texcoords
[][4], const GLfloat lambda
[],
968 struct gl_texture_image
*image
= tObj
->Image
[0][tObj
->BaseLevel
];
970 for (i
= 0; i
< n
; i
++) {
971 sample_1d_linear(ctx
, tObj
, image
, texcoords
[i
], rgba
[i
]);
976 /** Sample 1D texture, using lambda to choose between min/magnification */
978 sample_lambda_1d( struct gl_context
*ctx
,
979 const struct gl_texture_object
*tObj
, GLuint n
,
980 const GLfloat texcoords
[][4],
981 const GLfloat lambda
[], GLfloat rgba
[][4] )
983 GLuint minStart
, minEnd
; /* texels with minification */
984 GLuint magStart
, magEnd
; /* texels with magnification */
987 ASSERT(lambda
!= NULL
);
988 compute_min_mag_ranges(tObj
, n
, lambda
,
989 &minStart
, &minEnd
, &magStart
, &magEnd
);
991 if (minStart
< minEnd
) {
992 /* do the minified texels */
993 const GLuint m
= minEnd
- minStart
;
994 switch (tObj
->Sampler
.MinFilter
) {
996 for (i
= minStart
; i
< minEnd
; i
++)
997 sample_1d_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
998 texcoords
[i
], rgba
[i
]);
1001 for (i
= minStart
; i
< minEnd
; i
++)
1002 sample_1d_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
1003 texcoords
[i
], rgba
[i
]);
1005 case GL_NEAREST_MIPMAP_NEAREST
:
1006 sample_1d_nearest_mipmap_nearest(ctx
, tObj
, m
, texcoords
+ minStart
,
1007 lambda
+ minStart
, rgba
+ minStart
);
1009 case GL_LINEAR_MIPMAP_NEAREST
:
1010 sample_1d_linear_mipmap_nearest(ctx
, tObj
, m
, texcoords
+ minStart
,
1011 lambda
+ minStart
, rgba
+ minStart
);
1013 case GL_NEAREST_MIPMAP_LINEAR
:
1014 sample_1d_nearest_mipmap_linear(ctx
, tObj
, m
, texcoords
+ minStart
,
1015 lambda
+ minStart
, rgba
+ minStart
);
1017 case GL_LINEAR_MIPMAP_LINEAR
:
1018 sample_1d_linear_mipmap_linear(ctx
, tObj
, m
, texcoords
+ minStart
,
1019 lambda
+ minStart
, rgba
+ minStart
);
1022 _mesa_problem(ctx
, "Bad min filter in sample_1d_texture");
1027 if (magStart
< magEnd
) {
1028 /* do the magnified texels */
1029 switch (tObj
->Sampler
.MagFilter
) {
1031 for (i
= magStart
; i
< magEnd
; i
++)
1032 sample_1d_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
1033 texcoords
[i
], rgba
[i
]);
1036 for (i
= magStart
; i
< magEnd
; i
++)
1037 sample_1d_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
1038 texcoords
[i
], rgba
[i
]);
1041 _mesa_problem(ctx
, "Bad mag filter in sample_1d_texture");
1048 /**********************************************************************/
1049 /* 2-D Texture Sampling Functions */
1050 /**********************************************************************/
1054 * Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
1057 sample_2d_nearest(struct gl_context
*ctx
,
1058 const struct gl_texture_object
*tObj
,
1059 const struct gl_texture_image
*img
,
1060 const GLfloat texcoord
[4],
1063 const GLint width
= img
->Width2
; /* without border, power of two */
1064 const GLint height
= img
->Height2
; /* without border, power of two */
1068 i
= nearest_texel_location(tObj
->Sampler
.WrapS
, img
, width
, texcoord
[0]);
1069 j
= nearest_texel_location(tObj
->Sampler
.WrapT
, img
, height
, texcoord
[1]);
1071 /* skip over the border, if any */
1075 if (i
< 0 || i
>= (GLint
) img
->Width
|| j
< 0 || j
>= (GLint
) img
->Height
) {
1076 /* Need this test for GL_CLAMP_TO_BORDER mode */
1077 get_border_color(tObj
, img
, rgba
);
1080 img
->FetchTexelf(img
, i
, j
, 0, rgba
);
1086 * Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
1087 * New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
1090 sample_2d_linear(struct gl_context
*ctx
,
1091 const struct gl_texture_object
*tObj
,
1092 const struct gl_texture_image
*img
,
1093 const GLfloat texcoord
[4],
1096 const GLint width
= img
->Width2
;
1097 const GLint height
= img
->Height2
;
1098 GLint i0
, j0
, i1
, j1
;
1099 GLbitfield useBorderColor
= 0x0;
1101 GLfloat t00
[4], t10
[4], t01
[4], t11
[4]; /* sampled texel colors */
1103 linear_texel_locations(tObj
->Sampler
.WrapS
, img
, width
, texcoord
[0], &i0
, &i1
, &a
);
1104 linear_texel_locations(tObj
->Sampler
.WrapT
, img
, height
, texcoord
[1], &j0
, &j1
, &b
);
1113 if (i0
< 0 || i0
>= width
) useBorderColor
|= I0BIT
;
1114 if (i1
< 0 || i1
>= width
) useBorderColor
|= I1BIT
;
1115 if (j0
< 0 || j0
>= height
) useBorderColor
|= J0BIT
;
1116 if (j1
< 0 || j1
>= height
) useBorderColor
|= J1BIT
;
1119 /* fetch four texel colors */
1120 if (useBorderColor
& (I0BIT
| J0BIT
)) {
1121 get_border_color(tObj
, img
, t00
);
1124 img
->FetchTexelf(img
, i0
, j0
, 0, t00
);
1126 if (useBorderColor
& (I1BIT
| J0BIT
)) {
1127 get_border_color(tObj
, img
, t10
);
1130 img
->FetchTexelf(img
, i1
, j0
, 0, t10
);
1132 if (useBorderColor
& (I0BIT
| J1BIT
)) {
1133 get_border_color(tObj
, img
, t01
);
1136 img
->FetchTexelf(img
, i0
, j1
, 0, t01
);
1138 if (useBorderColor
& (I1BIT
| J1BIT
)) {
1139 get_border_color(tObj
, img
, t11
);
1142 img
->FetchTexelf(img
, i1
, j1
, 0, t11
);
1145 lerp_rgba_2d(rgba
, a
, b
, t00
, t10
, t01
, t11
);
1150 * As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT.
1151 * We don't have to worry about the texture border.
1154 sample_2d_linear_repeat(struct gl_context
*ctx
,
1155 const struct gl_texture_object
*tObj
,
1156 const struct gl_texture_image
*img
,
1157 const GLfloat texcoord
[4],
1160 const GLint width
= img
->Width2
;
1161 const GLint height
= img
->Height2
;
1162 GLint i0
, j0
, i1
, j1
;
1164 GLfloat t00
[4], t10
[4], t01
[4], t11
[4]; /* sampled texel colors */
1168 ASSERT(tObj
->Sampler
.WrapS
== GL_REPEAT
);
1169 ASSERT(tObj
->Sampler
.WrapT
== GL_REPEAT
);
1170 ASSERT(img
->Border
== 0);
1171 ASSERT(img
->_BaseFormat
!= GL_COLOR_INDEX
);
1172 ASSERT(img
->_IsPowerOfTwo
);
1174 linear_repeat_texel_location(width
, texcoord
[0], &i0
, &i1
, &wi
);
1175 linear_repeat_texel_location(height
, texcoord
[1], &j0
, &j1
, &wj
);
1177 img
->FetchTexelf(img
, i0
, j0
, 0, t00
);
1178 img
->FetchTexelf(img
, i1
, j0
, 0, t10
);
1179 img
->FetchTexelf(img
, i0
, j1
, 0, t01
);
1180 img
->FetchTexelf(img
, i1
, j1
, 0, t11
);
1182 lerp_rgba_2d(rgba
, wi
, wj
, t00
, t10
, t01
, t11
);
1187 sample_2d_nearest_mipmap_nearest(struct gl_context
*ctx
,
1188 const struct gl_texture_object
*tObj
,
1189 GLuint n
, const GLfloat texcoord
[][4],
1190 const GLfloat lambda
[], GLfloat rgba
[][4])
1193 for (i
= 0; i
< n
; i
++) {
1194 GLint level
= nearest_mipmap_level(tObj
, lambda
[i
]);
1195 sample_2d_nearest(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], rgba
[i
]);
1201 sample_2d_linear_mipmap_nearest(struct gl_context
*ctx
,
1202 const struct gl_texture_object
*tObj
,
1203 GLuint n
, const GLfloat texcoord
[][4],
1204 const GLfloat lambda
[], GLfloat rgba
[][4])
1207 ASSERT(lambda
!= NULL
);
1208 for (i
= 0; i
< n
; i
++) {
1209 GLint level
= nearest_mipmap_level(tObj
, lambda
[i
]);
1210 sample_2d_linear(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], rgba
[i
]);
1216 sample_2d_nearest_mipmap_linear(struct gl_context
*ctx
,
1217 const struct gl_texture_object
*tObj
,
1218 GLuint n
, const GLfloat texcoord
[][4],
1219 const GLfloat lambda
[], GLfloat rgba
[][4])
1222 ASSERT(lambda
!= NULL
);
1223 for (i
= 0; i
< n
; i
++) {
1224 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
1225 if (level
>= tObj
->_MaxLevel
) {
1226 sample_2d_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
1227 texcoord
[i
], rgba
[i
]);
1230 GLfloat t0
[4], t1
[4]; /* texels */
1231 const GLfloat f
= FRAC(lambda
[i
]);
1232 sample_2d_nearest(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], t0
);
1233 sample_2d_nearest(ctx
, tObj
, tObj
->Image
[0][level
+1], texcoord
[i
], t1
);
1234 lerp_rgba(rgba
[i
], f
, t0
, t1
);
1241 sample_2d_linear_mipmap_linear( struct gl_context
*ctx
,
1242 const struct gl_texture_object
*tObj
,
1243 GLuint n
, const GLfloat texcoord
[][4],
1244 const GLfloat lambda
[], GLfloat rgba
[][4] )
1247 ASSERT(lambda
!= NULL
);
1248 for (i
= 0; i
< n
; i
++) {
1249 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
1250 if (level
>= tObj
->_MaxLevel
) {
1251 sample_2d_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
1252 texcoord
[i
], rgba
[i
]);
1255 GLfloat t0
[4], t1
[4]; /* texels */
1256 const GLfloat f
= FRAC(lambda
[i
]);
1257 sample_2d_linear(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], t0
);
1258 sample_2d_linear(ctx
, tObj
, tObj
->Image
[0][level
+1], texcoord
[i
], t1
);
1259 lerp_rgba(rgba
[i
], f
, t0
, t1
);
1266 sample_2d_linear_mipmap_linear_repeat(struct gl_context
*ctx
,
1267 const struct gl_texture_object
*tObj
,
1268 GLuint n
, const GLfloat texcoord
[][4],
1269 const GLfloat lambda
[], GLfloat rgba
[][4])
1272 ASSERT(lambda
!= NULL
);
1273 ASSERT(tObj
->Sampler
.WrapS
== GL_REPEAT
);
1274 ASSERT(tObj
->Sampler
.WrapT
== GL_REPEAT
);
1275 for (i
= 0; i
< n
; i
++) {
1276 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
1277 if (level
>= tObj
->_MaxLevel
) {
1278 sample_2d_linear_repeat(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
1279 texcoord
[i
], rgba
[i
]);
1282 GLfloat t0
[4], t1
[4]; /* texels */
1283 const GLfloat f
= FRAC(lambda
[i
]);
1284 sample_2d_linear_repeat(ctx
, tObj
, tObj
->Image
[0][level
],
1286 sample_2d_linear_repeat(ctx
, tObj
, tObj
->Image
[0][level
+1],
1288 lerp_rgba(rgba
[i
], f
, t0
, t1
);
1294 /** Sample 2D texture, nearest filtering for both min/magnification */
1296 sample_nearest_2d(struct gl_context
*ctx
,
1297 const struct gl_texture_object
*tObj
, GLuint n
,
1298 const GLfloat texcoords
[][4],
1299 const GLfloat lambda
[], GLfloat rgba
[][4])
1302 struct gl_texture_image
*image
= tObj
->Image
[0][tObj
->BaseLevel
];
1304 for (i
= 0; i
< n
; i
++) {
1305 sample_2d_nearest(ctx
, tObj
, image
, texcoords
[i
], rgba
[i
]);
1310 /** Sample 2D texture, linear filtering for both min/magnification */
1312 sample_linear_2d(struct gl_context
*ctx
,
1313 const struct gl_texture_object
*tObj
, GLuint n
,
1314 const GLfloat texcoords
[][4],
1315 const GLfloat lambda
[], GLfloat rgba
[][4])
1318 struct gl_texture_image
*image
= tObj
->Image
[0][tObj
->BaseLevel
];
1320 if (tObj
->Sampler
.WrapS
== GL_REPEAT
&&
1321 tObj
->Sampler
.WrapT
== GL_REPEAT
&&
1322 image
->_IsPowerOfTwo
&&
1323 image
->Border
== 0) {
1324 for (i
= 0; i
< n
; i
++) {
1325 sample_2d_linear_repeat(ctx
, tObj
, image
, texcoords
[i
], rgba
[i
]);
1329 for (i
= 0; i
< n
; i
++) {
1330 sample_2d_linear(ctx
, tObj
, image
, texcoords
[i
], rgba
[i
]);
1337 * Optimized 2-D texture sampling:
1338 * S and T wrap mode == GL_REPEAT
1339 * GL_NEAREST min/mag filter
1341 * RowStride == Width,
1345 opt_sample_rgb_2d(struct gl_context
*ctx
,
1346 const struct gl_texture_object
*tObj
,
1347 GLuint n
, const GLfloat texcoords
[][4],
1348 const GLfloat lambda
[], GLfloat rgba
[][4])
1350 const struct gl_texture_image
*img
= tObj
->Image
[0][tObj
->BaseLevel
];
1351 const GLfloat width
= (GLfloat
) img
->Width
;
1352 const GLfloat height
= (GLfloat
) img
->Height
;
1353 const GLint colMask
= img
->Width
- 1;
1354 const GLint rowMask
= img
->Height
- 1;
1355 const GLint shift
= img
->WidthLog2
;
1359 ASSERT(tObj
->Sampler
.WrapS
==GL_REPEAT
);
1360 ASSERT(tObj
->Sampler
.WrapT
==GL_REPEAT
);
1361 ASSERT(img
->Border
==0);
1362 ASSERT(img
->TexFormat
== MESA_FORMAT_RGB888
);
1363 ASSERT(img
->_IsPowerOfTwo
);
1365 for (k
=0; k
<n
; k
++) {
1366 GLint i
= IFLOOR(texcoords
[k
][0] * width
) & colMask
;
1367 GLint j
= IFLOOR(texcoords
[k
][1] * height
) & rowMask
;
1368 GLint pos
= (j
<< shift
) | i
;
1369 GLubyte
*texel
= ((GLubyte
*) img
->Data
) + 3*pos
;
1370 rgba
[k
][RCOMP
] = UBYTE_TO_FLOAT(texel
[2]);
1371 rgba
[k
][GCOMP
] = UBYTE_TO_FLOAT(texel
[1]);
1372 rgba
[k
][BCOMP
] = UBYTE_TO_FLOAT(texel
[0]);
1373 rgba
[k
][ACOMP
] = 1.0F
;
1379 * Optimized 2-D texture sampling:
1380 * S and T wrap mode == GL_REPEAT
1381 * GL_NEAREST min/mag filter
1383 * RowStride == Width,
1387 opt_sample_rgba_2d(struct gl_context
*ctx
,
1388 const struct gl_texture_object
*tObj
,
1389 GLuint n
, const GLfloat texcoords
[][4],
1390 const GLfloat lambda
[], GLfloat rgba
[][4])
1392 const struct gl_texture_image
*img
= tObj
->Image
[0][tObj
->BaseLevel
];
1393 const GLfloat width
= (GLfloat
) img
->Width
;
1394 const GLfloat height
= (GLfloat
) img
->Height
;
1395 const GLint colMask
= img
->Width
- 1;
1396 const GLint rowMask
= img
->Height
- 1;
1397 const GLint shift
= img
->WidthLog2
;
1401 ASSERT(tObj
->Sampler
.WrapS
==GL_REPEAT
);
1402 ASSERT(tObj
->Sampler
.WrapT
==GL_REPEAT
);
1403 ASSERT(img
->Border
==0);
1404 ASSERT(img
->TexFormat
== MESA_FORMAT_RGBA8888
);
1405 ASSERT(img
->_IsPowerOfTwo
);
1407 for (i
= 0; i
< n
; i
++) {
1408 const GLint col
= IFLOOR(texcoords
[i
][0] * width
) & colMask
;
1409 const GLint row
= IFLOOR(texcoords
[i
][1] * height
) & rowMask
;
1410 const GLint pos
= (row
<< shift
) | col
;
1411 const GLuint texel
= *((GLuint
*) img
->Data
+ pos
);
1412 rgba
[i
][RCOMP
] = UBYTE_TO_FLOAT( (texel
>> 24) );
1413 rgba
[i
][GCOMP
] = UBYTE_TO_FLOAT( (texel
>> 16) & 0xff );
1414 rgba
[i
][BCOMP
] = UBYTE_TO_FLOAT( (texel
>> 8) & 0xff );
1415 rgba
[i
][ACOMP
] = UBYTE_TO_FLOAT( (texel
) & 0xff );
1420 /** Sample 2D texture, using lambda to choose between min/magnification */
1422 sample_lambda_2d(struct gl_context
*ctx
,
1423 const struct gl_texture_object
*tObj
,
1424 GLuint n
, const GLfloat texcoords
[][4],
1425 const GLfloat lambda
[], GLfloat rgba
[][4])
1427 const struct gl_texture_image
*tImg
= tObj
->Image
[0][tObj
->BaseLevel
];
1428 GLuint minStart
, minEnd
; /* texels with minification */
1429 GLuint magStart
, magEnd
; /* texels with magnification */
1431 const GLboolean repeatNoBorderPOT
= (tObj
->Sampler
.WrapS
== GL_REPEAT
)
1432 && (tObj
->Sampler
.WrapT
== GL_REPEAT
)
1433 && (tImg
->Border
== 0 && (tImg
->Width
== tImg
->RowStride
))
1434 && (tImg
->_BaseFormat
!= GL_COLOR_INDEX
)
1435 && tImg
->_IsPowerOfTwo
;
1437 ASSERT(lambda
!= NULL
);
1438 compute_min_mag_ranges(tObj
, n
, lambda
,
1439 &minStart
, &minEnd
, &magStart
, &magEnd
);
1441 if (minStart
< minEnd
) {
1442 /* do the minified texels */
1443 const GLuint m
= minEnd
- minStart
;
1444 switch (tObj
->Sampler
.MinFilter
) {
1446 if (repeatNoBorderPOT
) {
1447 switch (tImg
->TexFormat
) {
1448 case MESA_FORMAT_RGB888
:
1449 opt_sample_rgb_2d(ctx
, tObj
, m
, texcoords
+ minStart
,
1450 NULL
, rgba
+ minStart
);
1452 case MESA_FORMAT_RGBA8888
:
1453 opt_sample_rgba_2d(ctx
, tObj
, m
, texcoords
+ minStart
,
1454 NULL
, rgba
+ minStart
);
1457 sample_nearest_2d(ctx
, tObj
, m
, texcoords
+ minStart
,
1458 NULL
, rgba
+ minStart
);
1462 sample_nearest_2d(ctx
, tObj
, m
, texcoords
+ minStart
,
1463 NULL
, rgba
+ minStart
);
1467 sample_linear_2d(ctx
, tObj
, m
, texcoords
+ minStart
,
1468 NULL
, rgba
+ minStart
);
1470 case GL_NEAREST_MIPMAP_NEAREST
:
1471 sample_2d_nearest_mipmap_nearest(ctx
, tObj
, m
,
1472 texcoords
+ minStart
,
1473 lambda
+ minStart
, rgba
+ minStart
);
1475 case GL_LINEAR_MIPMAP_NEAREST
:
1476 sample_2d_linear_mipmap_nearest(ctx
, tObj
, m
, texcoords
+ minStart
,
1477 lambda
+ minStart
, rgba
+ minStart
);
1479 case GL_NEAREST_MIPMAP_LINEAR
:
1480 sample_2d_nearest_mipmap_linear(ctx
, tObj
, m
, texcoords
+ minStart
,
1481 lambda
+ minStart
, rgba
+ minStart
);
1483 case GL_LINEAR_MIPMAP_LINEAR
:
1484 if (repeatNoBorderPOT
)
1485 sample_2d_linear_mipmap_linear_repeat(ctx
, tObj
, m
,
1486 texcoords
+ minStart
, lambda
+ minStart
, rgba
+ minStart
);
1488 sample_2d_linear_mipmap_linear(ctx
, tObj
, m
, texcoords
+ minStart
,
1489 lambda
+ minStart
, rgba
+ minStart
);
1492 _mesa_problem(ctx
, "Bad min filter in sample_2d_texture");
1497 if (magStart
< magEnd
) {
1498 /* do the magnified texels */
1499 const GLuint m
= magEnd
- magStart
;
1501 switch (tObj
->Sampler
.MagFilter
) {
1503 if (repeatNoBorderPOT
) {
1504 switch (tImg
->TexFormat
) {
1505 case MESA_FORMAT_RGB888
:
1506 opt_sample_rgb_2d(ctx
, tObj
, m
, texcoords
+ magStart
,
1507 NULL
, rgba
+ magStart
);
1509 case MESA_FORMAT_RGBA8888
:
1510 opt_sample_rgba_2d(ctx
, tObj
, m
, texcoords
+ magStart
,
1511 NULL
, rgba
+ magStart
);
1514 sample_nearest_2d(ctx
, tObj
, m
, texcoords
+ magStart
,
1515 NULL
, rgba
+ magStart
);
1519 sample_nearest_2d(ctx
, tObj
, m
, texcoords
+ magStart
,
1520 NULL
, rgba
+ magStart
);
1524 sample_linear_2d(ctx
, tObj
, m
, texcoords
+ magStart
,
1525 NULL
, rgba
+ magStart
);
1528 _mesa_problem(ctx
, "Bad mag filter in sample_lambda_2d");
1534 /* For anisotropic filtering */
1535 #define WEIGHT_LUT_SIZE 1024
1537 static GLfloat
*weightLut
= NULL
;
1540 * Creates the look-up table used to speed-up EWA sampling
1543 create_filter_table(void)
1547 weightLut
= (GLfloat
*) malloc(WEIGHT_LUT_SIZE
* sizeof(GLfloat
));
1549 for (i
= 0; i
< WEIGHT_LUT_SIZE
; ++i
) {
1551 GLfloat r2
= (GLfloat
) i
/ (GLfloat
) (WEIGHT_LUT_SIZE
- 1);
1552 GLfloat weight
= (GLfloat
) exp(-alpha
* r2
);
1553 weightLut
[i
] = weight
;
1560 * Elliptical weighted average (EWA) filter for producing high quality
1561 * anisotropic filtered results.
1562 * Based on the Higher Quality Elliptical Weighted Avarage Filter
1563 * published by Paul S. Heckbert in his Master's Thesis
1564 * "Fundamentals of Texture Mapping and Image Warping" (1989)
1567 sample_2d_ewa(struct gl_context
*ctx
,
1568 const struct gl_texture_object
*tObj
,
1569 const GLfloat texcoord
[4],
1570 const GLfloat dudx
, const GLfloat dvdx
,
1571 const GLfloat dudy
, const GLfloat dvdy
, const GLint lod
,
1574 GLint level
= lod
> 0 ? lod
: 0;
1575 GLfloat scaling
= 1.0 / (1 << level
);
1576 const struct gl_texture_image
*img
= tObj
->Image
[0][level
];
1577 const struct gl_texture_image
*mostDetailedImage
=
1578 tObj
->Image
[0][tObj
->BaseLevel
];
1579 GLfloat tex_u
=-0.5 + texcoord
[0] * mostDetailedImage
->WidthScale
* scaling
;
1580 GLfloat tex_v
=-0.5 + texcoord
[1] * mostDetailedImage
->HeightScale
* scaling
;
1582 GLfloat ux
= dudx
* scaling
;
1583 GLfloat vx
= dvdx
* scaling
;
1584 GLfloat uy
= dudy
* scaling
;
1585 GLfloat vy
= dvdy
* scaling
;
1587 /* compute ellipse coefficients to bound the region:
1588 * A*x*x + B*x*y + C*y*y = F.
1590 GLfloat A
= vx
*vx
+vy
*vy
+1;
1591 GLfloat B
= -2*(ux
*vx
+uy
*vy
);
1592 GLfloat C
= ux
*ux
+uy
*uy
+1;
1593 GLfloat F
= A
*C
-B
*B
/4.0;
1595 /* check if it is an ellipse */
1596 /* ASSERT(F > 0.0); */
1598 /* Compute the ellipse's (u,v) bounding box in texture space */
1599 GLfloat d
= -B
*B
+4.0*C
*A
;
1600 GLfloat box_u
= 2.0 / d
* sqrt(d
*C
*F
); /* box_u -> half of bbox with */
1601 GLfloat box_v
= 2.0 / d
* sqrt(A
*d
*F
); /* box_v -> half of bbox height */
1603 GLint u0
= floor(tex_u
- box_u
);
1604 GLint u1
= ceil (tex_u
+ box_u
);
1605 GLint v0
= floor(tex_v
- box_v
);
1606 GLint v1
= ceil (tex_v
+ box_v
);
1608 GLfloat num
[4] = {0.0F
, 0.0F
, 0.0F
, 0.0F
};
1609 GLfloat newCoord
[2];
1612 GLfloat U
= u0
- tex_u
;
1615 /* Scale ellipse formula to directly index the Filter Lookup Table.
1616 * i.e. scale so that F = WEIGHT_LUT_SIZE-1
1618 double formScale
= (double) (WEIGHT_LUT_SIZE
- 1) / F
;
1622 /* F *= formScale; */ /* no need to scale F as we don't use it below here */
1624 /* Heckbert MS thesis, p. 59; scan over the bounding box of the ellipse
1625 * and incrementally update the value of Ax^2+Bxy*Cy^2; when this
1626 * value, q, is less than F, we're inside the ellipse
1629 for (v
= v0
; v
<= v1
; ++v
) {
1630 GLfloat V
= v
- tex_v
;
1631 GLfloat dq
= A
* (2 * U
+ 1) + B
* V
;
1632 GLfloat q
= (C
* V
+ B
* U
) * V
+ A
* U
* U
;
1635 for (u
= u0
; u
<= u1
; ++u
) {
1636 /* Note that the ellipse has been pre-scaled so F = WEIGHT_LUT_SIZE - 1 */
1637 if (q
< WEIGHT_LUT_SIZE
) {
1638 /* as a LUT is used, q must never be negative;
1639 * should not happen, though
1641 const GLint qClamped
= q
>= 0.0F
? q
: 0;
1642 GLfloat weight
= weightLut
[qClamped
];
1644 newCoord
[0] = u
/ ((GLfloat
) img
->Width2
);
1645 newCoord
[1] = v
/ ((GLfloat
) img
->Height2
);
1647 sample_2d_nearest(ctx
, tObj
, img
, newCoord
, rgba
);
1648 num
[0] += weight
* rgba
[0];
1649 num
[1] += weight
* rgba
[1];
1650 num
[2] += weight
* rgba
[2];
1651 num
[3] += weight
* rgba
[3];
1661 /* Reaching this place would mean
1662 * that no pixels intersected the ellipse.
1663 * This should never happen because
1664 * the filter we use always
1665 * intersects at least one pixel.
1672 /* not enough pixels in resampling, resort to direct interpolation */
1673 sample_2d_linear(ctx
, tObj
, img
, texcoord
, rgba
);
1677 rgba
[0] = num
[0] / den
;
1678 rgba
[1] = num
[1] / den
;
1679 rgba
[2] = num
[2] / den
;
1680 rgba
[3] = num
[3] / den
;
1685 * Anisotropic filtering using footprint assembly as outlined in the
1686 * EXT_texture_filter_anisotropic spec:
1687 * http://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
1688 * Faster than EWA but has less quality (more aliasing effects)
1691 sample_2d_footprint(struct gl_context
*ctx
,
1692 const struct gl_texture_object
*tObj
,
1693 const GLfloat texcoord
[4],
1694 const GLfloat dudx
, const GLfloat dvdx
,
1695 const GLfloat dudy
, const GLfloat dvdy
, const GLint lod
,
1698 GLint level
= lod
> 0 ? lod
: 0;
1699 GLfloat scaling
= 1.0F
/ (1 << level
);
1700 const struct gl_texture_image
*img
= tObj
->Image
[0][level
];
1702 GLfloat ux
= dudx
* scaling
;
1703 GLfloat vx
= dvdx
* scaling
;
1704 GLfloat uy
= dudy
* scaling
;
1705 GLfloat vy
= dvdy
* scaling
;
1707 GLfloat Px2
= ux
* ux
+ vx
* vx
; /* squared length of dx */
1708 GLfloat Py2
= uy
* uy
+ vy
* vy
; /* squared length of dy */
1714 GLfloat num
[4] = {0.0F
, 0.0F
, 0.0F
, 0.0F
};
1715 GLfloat newCoord
[2];
1718 /* Calculate the per anisotropic sample offsets in s,t space. */
1720 numSamples
= ceil(SQRTF(Px2
));
1721 ds
= ux
/ ((GLfloat
) img
->Width2
);
1722 dt
= vx
/ ((GLfloat
) img
->Height2
);
1725 numSamples
= ceil(SQRTF(Py2
));
1726 ds
= uy
/ ((GLfloat
) img
->Width2
);
1727 dt
= vy
/ ((GLfloat
) img
->Height2
);
1730 for (s
= 0; s
<numSamples
; s
++) {
1731 newCoord
[0] = texcoord
[0] + ds
* ((GLfloat
)(s
+1) / (numSamples
+1) -0.5);
1732 newCoord
[1] = texcoord
[1] + dt
* ((GLfloat
)(s
+1) / (numSamples
+1) -0.5);
1734 sample_2d_linear(ctx
, tObj
, img
, newCoord
, rgba
);
1741 rgba
[0] = num
[0] / numSamples
;
1742 rgba
[1] = num
[1] / numSamples
;
1743 rgba
[2] = num
[2] / numSamples
;
1744 rgba
[3] = num
[3] / numSamples
;
1749 * Returns the index of the specified texture object in the
1750 * gl_context texture unit array.
1752 static INLINE GLuint
1753 texture_unit_index(const struct gl_context
*ctx
,
1754 const struct gl_texture_object
*tObj
)
1756 const GLuint maxUnit
1757 = (ctx
->Texture
._EnabledCoordUnits
> 1) ? ctx
->Const
.MaxTextureUnits
: 1;
1760 /* XXX CoordUnits vs. ImageUnits */
1761 for (u
= 0; u
< maxUnit
; u
++) {
1762 if (ctx
->Texture
.Unit
[u
]._Current
== tObj
)
1766 u
= 0; /* not found, use 1st one; should never happen */
1773 * Sample 2D texture using an anisotropic filter.
1774 * NOTE: the const GLfloat lambda_iso[] parameter does *NOT* contain
1775 * the lambda float array but a "hidden" SWspan struct which is required
1776 * by this function but is not available in the texture_sample_func signature.
1777 * See _swrast_texture_span( struct gl_context *ctx, SWspan *span ) on how
1778 * this function is called.
1781 sample_lambda_2d_aniso(struct gl_context
*ctx
,
1782 const struct gl_texture_object
*tObj
,
1783 GLuint n
, const GLfloat texcoords
[][4],
1784 const GLfloat lambda_iso
[], GLfloat rgba
[][4])
1786 const struct gl_texture_image
*tImg
= tObj
->Image
[0][tObj
->BaseLevel
];
1787 const GLfloat maxEccentricity
=
1788 tObj
->Sampler
.MaxAnisotropy
* tObj
->Sampler
.MaxAnisotropy
;
1790 /* re-calculate the lambda values so that they are usable with anisotropic
1793 SWspan
*span
= (SWspan
*)lambda_iso
; /* access the "hidden" SWspan struct */
1795 /* based on interpolate_texcoords(struct gl_context *ctx, SWspan *span)
1796 * in swrast/s_span.c
1799 /* find the texture unit index by looking up the current texture object
1800 * from the context list of available texture objects.
1802 const GLuint u
= texture_unit_index(ctx
, tObj
);
1803 const GLuint attr
= FRAG_ATTRIB_TEX0
+ u
;
1806 const GLfloat dsdx
= span
->attrStepX
[attr
][0];
1807 const GLfloat dsdy
= span
->attrStepY
[attr
][0];
1808 const GLfloat dtdx
= span
->attrStepX
[attr
][1];
1809 const GLfloat dtdy
= span
->attrStepY
[attr
][1];
1810 const GLfloat dqdx
= span
->attrStepX
[attr
][3];
1811 const GLfloat dqdy
= span
->attrStepY
[attr
][3];
1812 GLfloat s
= span
->attrStart
[attr
][0] + span
->leftClip
* dsdx
;
1813 GLfloat t
= span
->attrStart
[attr
][1] + span
->leftClip
* dtdx
;
1814 GLfloat q
= span
->attrStart
[attr
][3] + span
->leftClip
* dqdx
;
1816 /* from swrast/s_texcombine.c _swrast_texture_span */
1817 const struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[u
];
1818 const GLboolean adjustLOD
=
1819 (texUnit
->LodBias
+ tObj
->Sampler
.LodBias
!= 0.0F
)
1820 || (tObj
->Sampler
.MinLod
!= -1000.0 || tObj
->Sampler
.MaxLod
!= 1000.0);
1824 /* on first access create the lookup table containing the filter weights. */
1826 create_filter_table();
1829 texW
= tImg
->WidthScale
;
1830 texH
= tImg
->HeightScale
;
1832 for (i
= 0; i
< n
; i
++) {
1833 const GLfloat invQ
= (q
== 0.0F
) ? 1.0F
: (1.0F
/ q
);
1835 GLfloat dudx
= texW
* ((s
+ dsdx
) / (q
+ dqdx
) - s
* invQ
);
1836 GLfloat dvdx
= texH
* ((t
+ dtdx
) / (q
+ dqdx
) - t
* invQ
);
1837 GLfloat dudy
= texW
* ((s
+ dsdy
) / (q
+ dqdy
) - s
* invQ
);
1838 GLfloat dvdy
= texH
* ((t
+ dtdy
) / (q
+ dqdy
) - t
* invQ
);
1840 /* note: instead of working with Px and Py, we will use the
1841 * squared length instead, to avoid sqrt.
1843 GLfloat Px2
= dudx
* dudx
+ dvdx
* dvdx
;
1844 GLfloat Py2
= dudy
* dudy
+ dvdy
* dvdy
;
1864 /* if the eccentricity of the ellipse is too big, scale up the shorter
1865 * of the two vectors to limit the maximum amount of work per pixel
1868 if (e
> maxEccentricity
) {
1869 /* GLfloat s=e / maxEccentricity;
1873 Pmin2
= Pmax2
/ maxEccentricity
;
1876 /* note: we need to have Pmin=sqrt(Pmin2) here, but we can avoid
1877 * this since 0.5*log(x) = log(sqrt(x))
1879 lod
= 0.5 * LOG2(Pmin2
);
1882 /* from swrast/s_texcombine.c _swrast_texture_span */
1883 if (texUnit
->LodBias
+ tObj
->Sampler
.LodBias
!= 0.0F
) {
1884 /* apply LOD bias, but don't clamp yet */
1885 const GLfloat bias
=
1886 CLAMP(texUnit
->LodBias
+ tObj
->Sampler
.LodBias
,
1887 -ctx
->Const
.MaxTextureLodBias
,
1888 ctx
->Const
.MaxTextureLodBias
);
1891 if (tObj
->Sampler
.MinLod
!= -1000.0 ||
1892 tObj
->Sampler
.MaxLod
!= 1000.0) {
1893 /* apply LOD clamping to lambda */
1894 lod
= CLAMP(lod
, tObj
->Sampler
.MinLod
, tObj
->Sampler
.MaxLod
);
1899 /* If the ellipse covers the whole image, we can
1900 * simply return the average of the whole image.
1902 if (lod
>= tObj
->_MaxLevel
) {
1903 sample_2d_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
1904 texcoords
[i
], rgba
[i
]);
1907 /* don't bother interpolating between multiple LODs; it doesn't
1908 * seem to be worth the extra running time.
1910 sample_2d_ewa(ctx
, tObj
, texcoords
[i
],
1911 dudx
, dvdx
, dudy
, dvdy
, floor(lod
), rgba
[i
]);
1914 (void) sample_2d_footprint
;
1916 sample_2d_footprint(ctx, tObj, texcoords[i],
1917 dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]);
1925 /**********************************************************************/
1926 /* 3-D Texture Sampling Functions */
1927 /**********************************************************************/
1930 * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
1933 sample_3d_nearest(struct gl_context
*ctx
,
1934 const struct gl_texture_object
*tObj
,
1935 const struct gl_texture_image
*img
,
1936 const GLfloat texcoord
[4],
1939 const GLint width
= img
->Width2
; /* without border, power of two */
1940 const GLint height
= img
->Height2
; /* without border, power of two */
1941 const GLint depth
= img
->Depth2
; /* without border, power of two */
1945 i
= nearest_texel_location(tObj
->Sampler
.WrapS
, img
, width
, texcoord
[0]);
1946 j
= nearest_texel_location(tObj
->Sampler
.WrapT
, img
, height
, texcoord
[1]);
1947 k
= nearest_texel_location(tObj
->Sampler
.WrapR
, img
, depth
, texcoord
[2]);
1949 if (i
< 0 || i
>= (GLint
) img
->Width
||
1950 j
< 0 || j
>= (GLint
) img
->Height
||
1951 k
< 0 || k
>= (GLint
) img
->Depth
) {
1952 /* Need this test for GL_CLAMP_TO_BORDER mode */
1953 get_border_color(tObj
, img
, rgba
);
1956 img
->FetchTexelf(img
, i
, j
, k
, rgba
);
1962 * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
1965 sample_3d_linear(struct gl_context
*ctx
,
1966 const struct gl_texture_object
*tObj
,
1967 const struct gl_texture_image
*img
,
1968 const GLfloat texcoord
[4],
1971 const GLint width
= img
->Width2
;
1972 const GLint height
= img
->Height2
;
1973 const GLint depth
= img
->Depth2
;
1974 GLint i0
, j0
, k0
, i1
, j1
, k1
;
1975 GLbitfield useBorderColor
= 0x0;
1977 GLfloat t000
[4], t010
[4], t001
[4], t011
[4];
1978 GLfloat t100
[4], t110
[4], t101
[4], t111
[4];
1980 linear_texel_locations(tObj
->Sampler
.WrapS
, img
, width
, texcoord
[0], &i0
, &i1
, &a
);
1981 linear_texel_locations(tObj
->Sampler
.WrapT
, img
, height
, texcoord
[1], &j0
, &j1
, &b
);
1982 linear_texel_locations(tObj
->Sampler
.WrapR
, img
, depth
, texcoord
[2], &k0
, &k1
, &c
);
1993 /* check if sampling texture border color */
1994 if (i0
< 0 || i0
>= width
) useBorderColor
|= I0BIT
;
1995 if (i1
< 0 || i1
>= width
) useBorderColor
|= I1BIT
;
1996 if (j0
< 0 || j0
>= height
) useBorderColor
|= J0BIT
;
1997 if (j1
< 0 || j1
>= height
) useBorderColor
|= J1BIT
;
1998 if (k0
< 0 || k0
>= depth
) useBorderColor
|= K0BIT
;
1999 if (k1
< 0 || k1
>= depth
) useBorderColor
|= K1BIT
;
2003 if (useBorderColor
& (I0BIT
| J0BIT
| K0BIT
)) {
2004 get_border_color(tObj
, img
, t000
);
2007 img
->FetchTexelf(img
, i0
, j0
, k0
, t000
);
2009 if (useBorderColor
& (I1BIT
| J0BIT
| K0BIT
)) {
2010 get_border_color(tObj
, img
, t100
);
2013 img
->FetchTexelf(img
, i1
, j0
, k0
, t100
);
2015 if (useBorderColor
& (I0BIT
| J1BIT
| K0BIT
)) {
2016 get_border_color(tObj
, img
, t010
);
2019 img
->FetchTexelf(img
, i0
, j1
, k0
, t010
);
2021 if (useBorderColor
& (I1BIT
| J1BIT
| K0BIT
)) {
2022 get_border_color(tObj
, img
, t110
);
2025 img
->FetchTexelf(img
, i1
, j1
, k0
, t110
);
2028 if (useBorderColor
& (I0BIT
| J0BIT
| K1BIT
)) {
2029 get_border_color(tObj
, img
, t001
);
2032 img
->FetchTexelf(img
, i0
, j0
, k1
, t001
);
2034 if (useBorderColor
& (I1BIT
| J0BIT
| K1BIT
)) {
2035 get_border_color(tObj
, img
, t101
);
2038 img
->FetchTexelf(img
, i1
, j0
, k1
, t101
);
2040 if (useBorderColor
& (I0BIT
| J1BIT
| K1BIT
)) {
2041 get_border_color(tObj
, img
, t011
);
2044 img
->FetchTexelf(img
, i0
, j1
, k1
, t011
);
2046 if (useBorderColor
& (I1BIT
| J1BIT
| K1BIT
)) {
2047 get_border_color(tObj
, img
, t111
);
2050 img
->FetchTexelf(img
, i1
, j1
, k1
, t111
);
2053 /* trilinear interpolation of samples */
2054 lerp_rgba_3d(rgba
, a
, b
, c
, t000
, t100
, t010
, t110
, t001
, t101
, t011
, t111
);
2059 sample_3d_nearest_mipmap_nearest(struct gl_context
*ctx
,
2060 const struct gl_texture_object
*tObj
,
2061 GLuint n
, const GLfloat texcoord
[][4],
2062 const GLfloat lambda
[], GLfloat rgba
[][4] )
2065 for (i
= 0; i
< n
; i
++) {
2066 GLint level
= nearest_mipmap_level(tObj
, lambda
[i
]);
2067 sample_3d_nearest(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], rgba
[i
]);
2073 sample_3d_linear_mipmap_nearest(struct gl_context
*ctx
,
2074 const struct gl_texture_object
*tObj
,
2075 GLuint n
, const GLfloat texcoord
[][4],
2076 const GLfloat lambda
[], GLfloat rgba
[][4])
2079 ASSERT(lambda
!= NULL
);
2080 for (i
= 0; i
< n
; i
++) {
2081 GLint level
= nearest_mipmap_level(tObj
, lambda
[i
]);
2082 sample_3d_linear(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], rgba
[i
]);
2088 sample_3d_nearest_mipmap_linear(struct gl_context
*ctx
,
2089 const struct gl_texture_object
*tObj
,
2090 GLuint n
, const GLfloat texcoord
[][4],
2091 const GLfloat lambda
[], GLfloat rgba
[][4])
2094 ASSERT(lambda
!= NULL
);
2095 for (i
= 0; i
< n
; i
++) {
2096 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
2097 if (level
>= tObj
->_MaxLevel
) {
2098 sample_3d_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
2099 texcoord
[i
], rgba
[i
]);
2102 GLfloat t0
[4], t1
[4]; /* texels */
2103 const GLfloat f
= FRAC(lambda
[i
]);
2104 sample_3d_nearest(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], t0
);
2105 sample_3d_nearest(ctx
, tObj
, tObj
->Image
[0][level
+1], texcoord
[i
], t1
);
2106 lerp_rgba(rgba
[i
], f
, t0
, t1
);
2113 sample_3d_linear_mipmap_linear(struct gl_context
*ctx
,
2114 const struct gl_texture_object
*tObj
,
2115 GLuint n
, const GLfloat texcoord
[][4],
2116 const GLfloat lambda
[], GLfloat rgba
[][4])
2119 ASSERT(lambda
!= NULL
);
2120 for (i
= 0; i
< n
; i
++) {
2121 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
2122 if (level
>= tObj
->_MaxLevel
) {
2123 sample_3d_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
2124 texcoord
[i
], rgba
[i
]);
2127 GLfloat t0
[4], t1
[4]; /* texels */
2128 const GLfloat f
= FRAC(lambda
[i
]);
2129 sample_3d_linear(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], t0
);
2130 sample_3d_linear(ctx
, tObj
, tObj
->Image
[0][level
+1], texcoord
[i
], t1
);
2131 lerp_rgba(rgba
[i
], f
, t0
, t1
);
2137 /** Sample 3D texture, nearest filtering for both min/magnification */
2139 sample_nearest_3d(struct gl_context
*ctx
,
2140 const struct gl_texture_object
*tObj
, GLuint n
,
2141 const GLfloat texcoords
[][4], const GLfloat lambda
[],
2145 struct gl_texture_image
*image
= tObj
->Image
[0][tObj
->BaseLevel
];
2147 for (i
= 0; i
< n
; i
++) {
2148 sample_3d_nearest(ctx
, tObj
, image
, texcoords
[i
], rgba
[i
]);
2153 /** Sample 3D texture, linear filtering for both min/magnification */
2155 sample_linear_3d(struct gl_context
*ctx
,
2156 const struct gl_texture_object
*tObj
, GLuint n
,
2157 const GLfloat texcoords
[][4],
2158 const GLfloat lambda
[], GLfloat rgba
[][4])
2161 struct gl_texture_image
*image
= tObj
->Image
[0][tObj
->BaseLevel
];
2163 for (i
= 0; i
< n
; i
++) {
2164 sample_3d_linear(ctx
, tObj
, image
, texcoords
[i
], rgba
[i
]);
2169 /** Sample 3D texture, using lambda to choose between min/magnification */
2171 sample_lambda_3d(struct gl_context
*ctx
,
2172 const struct gl_texture_object
*tObj
, GLuint n
,
2173 const GLfloat texcoords
[][4], const GLfloat lambda
[],
2176 GLuint minStart
, minEnd
; /* texels with minification */
2177 GLuint magStart
, magEnd
; /* texels with magnification */
2180 ASSERT(lambda
!= NULL
);
2181 compute_min_mag_ranges(tObj
, n
, lambda
,
2182 &minStart
, &minEnd
, &magStart
, &magEnd
);
2184 if (minStart
< minEnd
) {
2185 /* do the minified texels */
2186 GLuint m
= minEnd
- minStart
;
2187 switch (tObj
->Sampler
.MinFilter
) {
2189 for (i
= minStart
; i
< minEnd
; i
++)
2190 sample_3d_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
2191 texcoords
[i
], rgba
[i
]);
2194 for (i
= minStart
; i
< minEnd
; i
++)
2195 sample_3d_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
2196 texcoords
[i
], rgba
[i
]);
2198 case GL_NEAREST_MIPMAP_NEAREST
:
2199 sample_3d_nearest_mipmap_nearest(ctx
, tObj
, m
, texcoords
+ minStart
,
2200 lambda
+ minStart
, rgba
+ minStart
);
2202 case GL_LINEAR_MIPMAP_NEAREST
:
2203 sample_3d_linear_mipmap_nearest(ctx
, tObj
, m
, texcoords
+ minStart
,
2204 lambda
+ minStart
, rgba
+ minStart
);
2206 case GL_NEAREST_MIPMAP_LINEAR
:
2207 sample_3d_nearest_mipmap_linear(ctx
, tObj
, m
, texcoords
+ minStart
,
2208 lambda
+ minStart
, rgba
+ minStart
);
2210 case GL_LINEAR_MIPMAP_LINEAR
:
2211 sample_3d_linear_mipmap_linear(ctx
, tObj
, m
, texcoords
+ minStart
,
2212 lambda
+ minStart
, rgba
+ minStart
);
2215 _mesa_problem(ctx
, "Bad min filter in sample_3d_texture");
2220 if (magStart
< magEnd
) {
2221 /* do the magnified texels */
2222 switch (tObj
->Sampler
.MagFilter
) {
2224 for (i
= magStart
; i
< magEnd
; i
++)
2225 sample_3d_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
2226 texcoords
[i
], rgba
[i
]);
2229 for (i
= magStart
; i
< magEnd
; i
++)
2230 sample_3d_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
2231 texcoords
[i
], rgba
[i
]);
2234 _mesa_problem(ctx
, "Bad mag filter in sample_3d_texture");
2241 /**********************************************************************/
2242 /* Texture Cube Map Sampling Functions */
2243 /**********************************************************************/
2246 * Choose one of six sides of a texture cube map given the texture
2247 * coord (rx,ry,rz). Return pointer to corresponding array of texture
2250 static const struct gl_texture_image
**
2251 choose_cube_face(const struct gl_texture_object
*texObj
,
2252 const GLfloat texcoord
[4], GLfloat newCoord
[4])
2256 direction target sc tc ma
2257 ---------- ------------------------------- --- --- ---
2258 +rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx
2259 -rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx
2260 +ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry
2261 -ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry
2262 +rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz
2263 -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz
2265 const GLfloat rx
= texcoord
[0];
2266 const GLfloat ry
= texcoord
[1];
2267 const GLfloat rz
= texcoord
[2];
2268 const GLfloat arx
= FABSF(rx
), ary
= FABSF(ry
), arz
= FABSF(rz
);
2272 if (arx
>= ary
&& arx
>= arz
) {
2286 else if (ary
>= arx
&& ary
>= arz
) {
2316 const float ima
= 1.0F
/ ma
;
2317 newCoord
[0] = ( sc
* ima
+ 1.0F
) * 0.5F
;
2318 newCoord
[1] = ( tc
* ima
+ 1.0F
) * 0.5F
;
2321 return (const struct gl_texture_image
**) texObj
->Image
[face
];
2326 sample_nearest_cube(struct gl_context
*ctx
,
2327 const struct gl_texture_object
*tObj
, GLuint n
,
2328 const GLfloat texcoords
[][4], const GLfloat lambda
[],
2333 for (i
= 0; i
< n
; i
++) {
2334 const struct gl_texture_image
**images
;
2335 GLfloat newCoord
[4];
2336 images
= choose_cube_face(tObj
, texcoords
[i
], newCoord
);
2337 sample_2d_nearest(ctx
, tObj
, images
[tObj
->BaseLevel
],
2344 sample_linear_cube(struct gl_context
*ctx
,
2345 const struct gl_texture_object
*tObj
, GLuint n
,
2346 const GLfloat texcoords
[][4],
2347 const GLfloat lambda
[], GLfloat rgba
[][4])
2351 for (i
= 0; i
< n
; i
++) {
2352 const struct gl_texture_image
**images
;
2353 GLfloat newCoord
[4];
2354 images
= choose_cube_face(tObj
, texcoords
[i
], newCoord
);
2355 sample_2d_linear(ctx
, tObj
, images
[tObj
->BaseLevel
],
2362 sample_cube_nearest_mipmap_nearest(struct gl_context
*ctx
,
2363 const struct gl_texture_object
*tObj
,
2364 GLuint n
, const GLfloat texcoord
[][4],
2365 const GLfloat lambda
[], GLfloat rgba
[][4])
2368 ASSERT(lambda
!= NULL
);
2369 for (i
= 0; i
< n
; i
++) {
2370 const struct gl_texture_image
**images
;
2371 GLfloat newCoord
[4];
2373 images
= choose_cube_face(tObj
, texcoord
[i
], newCoord
);
2375 /* XXX we actually need to recompute lambda here based on the newCoords.
2376 * But we would need the texcoords of adjacent fragments to compute that
2377 * properly, and we don't have those here.
2378 * For now, do an approximation: subtracting 1 from the chosen mipmap
2379 * level seems to work in some test cases.
2380 * The same adjustment is done in the next few functions.
2382 level
= nearest_mipmap_level(tObj
, lambda
[i
]);
2383 level
= MAX2(level
- 1, 0);
2385 sample_2d_nearest(ctx
, tObj
, images
[level
], newCoord
, rgba
[i
]);
2391 sample_cube_linear_mipmap_nearest(struct gl_context
*ctx
,
2392 const struct gl_texture_object
*tObj
,
2393 GLuint n
, const GLfloat texcoord
[][4],
2394 const GLfloat lambda
[], GLfloat rgba
[][4])
2397 ASSERT(lambda
!= NULL
);
2398 for (i
= 0; i
< n
; i
++) {
2399 const struct gl_texture_image
**images
;
2400 GLfloat newCoord
[4];
2401 GLint level
= nearest_mipmap_level(tObj
, lambda
[i
]);
2402 level
= MAX2(level
- 1, 0); /* see comment above */
2403 images
= choose_cube_face(tObj
, texcoord
[i
], newCoord
);
2404 sample_2d_linear(ctx
, tObj
, images
[level
], newCoord
, rgba
[i
]);
2410 sample_cube_nearest_mipmap_linear(struct gl_context
*ctx
,
2411 const struct gl_texture_object
*tObj
,
2412 GLuint n
, const GLfloat texcoord
[][4],
2413 const GLfloat lambda
[], GLfloat rgba
[][4])
2416 ASSERT(lambda
!= NULL
);
2417 for (i
= 0; i
< n
; i
++) {
2418 const struct gl_texture_image
**images
;
2419 GLfloat newCoord
[4];
2420 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
2421 level
= MAX2(level
- 1, 0); /* see comment above */
2422 images
= choose_cube_face(tObj
, texcoord
[i
], newCoord
);
2423 if (level
>= tObj
->_MaxLevel
) {
2424 sample_2d_nearest(ctx
, tObj
, images
[tObj
->_MaxLevel
],
2428 GLfloat t0
[4], t1
[4]; /* texels */
2429 const GLfloat f
= FRAC(lambda
[i
]);
2430 sample_2d_nearest(ctx
, tObj
, images
[level
], newCoord
, t0
);
2431 sample_2d_nearest(ctx
, tObj
, images
[level
+1], newCoord
, t1
);
2432 lerp_rgba(rgba
[i
], f
, t0
, t1
);
2439 sample_cube_linear_mipmap_linear(struct gl_context
*ctx
,
2440 const struct gl_texture_object
*tObj
,
2441 GLuint n
, const GLfloat texcoord
[][4],
2442 const GLfloat lambda
[], GLfloat rgba
[][4])
2445 ASSERT(lambda
!= NULL
);
2446 for (i
= 0; i
< n
; i
++) {
2447 const struct gl_texture_image
**images
;
2448 GLfloat newCoord
[4];
2449 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
2450 level
= MAX2(level
- 1, 0); /* see comment above */
2451 images
= choose_cube_face(tObj
, texcoord
[i
], newCoord
);
2452 if (level
>= tObj
->_MaxLevel
) {
2453 sample_2d_linear(ctx
, tObj
, images
[tObj
->_MaxLevel
],
2457 GLfloat t0
[4], t1
[4];
2458 const GLfloat f
= FRAC(lambda
[i
]);
2459 sample_2d_linear(ctx
, tObj
, images
[level
], newCoord
, t0
);
2460 sample_2d_linear(ctx
, tObj
, images
[level
+1], newCoord
, t1
);
2461 lerp_rgba(rgba
[i
], f
, t0
, t1
);
2467 /** Sample cube texture, using lambda to choose between min/magnification */
2469 sample_lambda_cube(struct gl_context
*ctx
,
2470 const struct gl_texture_object
*tObj
, GLuint n
,
2471 const GLfloat texcoords
[][4], const GLfloat lambda
[],
2474 GLuint minStart
, minEnd
; /* texels with minification */
2475 GLuint magStart
, magEnd
; /* texels with magnification */
2477 ASSERT(lambda
!= NULL
);
2478 compute_min_mag_ranges(tObj
, n
, lambda
,
2479 &minStart
, &minEnd
, &magStart
, &magEnd
);
2481 if (minStart
< minEnd
) {
2482 /* do the minified texels */
2483 const GLuint m
= minEnd
- minStart
;
2484 switch (tObj
->Sampler
.MinFilter
) {
2486 sample_nearest_cube(ctx
, tObj
, m
, texcoords
+ minStart
,
2487 lambda
+ minStart
, rgba
+ minStart
);
2490 sample_linear_cube(ctx
, tObj
, m
, texcoords
+ minStart
,
2491 lambda
+ minStart
, rgba
+ minStart
);
2493 case GL_NEAREST_MIPMAP_NEAREST
:
2494 sample_cube_nearest_mipmap_nearest(ctx
, tObj
, m
,
2495 texcoords
+ minStart
,
2496 lambda
+ minStart
, rgba
+ minStart
);
2498 case GL_LINEAR_MIPMAP_NEAREST
:
2499 sample_cube_linear_mipmap_nearest(ctx
, tObj
, m
,
2500 texcoords
+ minStart
,
2501 lambda
+ minStart
, rgba
+ minStart
);
2503 case GL_NEAREST_MIPMAP_LINEAR
:
2504 sample_cube_nearest_mipmap_linear(ctx
, tObj
, m
,
2505 texcoords
+ minStart
,
2506 lambda
+ minStart
, rgba
+ minStart
);
2508 case GL_LINEAR_MIPMAP_LINEAR
:
2509 sample_cube_linear_mipmap_linear(ctx
, tObj
, m
,
2510 texcoords
+ minStart
,
2511 lambda
+ minStart
, rgba
+ minStart
);
2514 _mesa_problem(ctx
, "Bad min filter in sample_lambda_cube");
2518 if (magStart
< magEnd
) {
2519 /* do the magnified texels */
2520 const GLuint m
= magEnd
- magStart
;
2521 switch (tObj
->Sampler
.MagFilter
) {
2523 sample_nearest_cube(ctx
, tObj
, m
, texcoords
+ magStart
,
2524 lambda
+ magStart
, rgba
+ magStart
);
2527 sample_linear_cube(ctx
, tObj
, m
, texcoords
+ magStart
,
2528 lambda
+ magStart
, rgba
+ magStart
);
2531 _mesa_problem(ctx
, "Bad mag filter in sample_lambda_cube");
2537 /**********************************************************************/
2538 /* Texture Rectangle Sampling Functions */
2539 /**********************************************************************/
2543 sample_nearest_rect(struct gl_context
*ctx
,
2544 const struct gl_texture_object
*tObj
, GLuint n
,
2545 const GLfloat texcoords
[][4], const GLfloat lambda
[],
2548 const struct gl_texture_image
*img
= tObj
->Image
[0][0];
2549 const GLint width
= img
->Width
;
2550 const GLint height
= img
->Height
;
2556 ASSERT(tObj
->Sampler
.WrapS
== GL_CLAMP
||
2557 tObj
->Sampler
.WrapS
== GL_CLAMP_TO_EDGE
||
2558 tObj
->Sampler
.WrapS
== GL_CLAMP_TO_BORDER
);
2559 ASSERT(tObj
->Sampler
.WrapT
== GL_CLAMP
||
2560 tObj
->Sampler
.WrapT
== GL_CLAMP_TO_EDGE
||
2561 tObj
->Sampler
.WrapT
== GL_CLAMP_TO_BORDER
);
2562 ASSERT(img
->_BaseFormat
!= GL_COLOR_INDEX
);
2564 for (i
= 0; i
< n
; i
++) {
2566 col
= clamp_rect_coord_nearest(tObj
->Sampler
.WrapS
, texcoords
[i
][0], width
);
2567 row
= clamp_rect_coord_nearest(tObj
->Sampler
.WrapT
, texcoords
[i
][1], height
);
2568 if (col
< 0 || col
>= width
|| row
< 0 || row
>= height
)
2569 get_border_color(tObj
, img
, rgba
[i
]);
2571 img
->FetchTexelf(img
, col
, row
, 0, rgba
[i
]);
2577 sample_linear_rect(struct gl_context
*ctx
,
2578 const struct gl_texture_object
*tObj
, GLuint n
,
2579 const GLfloat texcoords
[][4],
2580 const GLfloat lambda
[], GLfloat rgba
[][4])
2582 const struct gl_texture_image
*img
= tObj
->Image
[0][0];
2583 const GLint width
= img
->Width
;
2584 const GLint height
= img
->Height
;
2590 ASSERT(tObj
->Sampler
.WrapS
== GL_CLAMP
||
2591 tObj
->Sampler
.WrapS
== GL_CLAMP_TO_EDGE
||
2592 tObj
->Sampler
.WrapS
== GL_CLAMP_TO_BORDER
);
2593 ASSERT(tObj
->Sampler
.WrapT
== GL_CLAMP
||
2594 tObj
->Sampler
.WrapT
== GL_CLAMP_TO_EDGE
||
2595 tObj
->Sampler
.WrapT
== GL_CLAMP_TO_BORDER
);
2596 ASSERT(img
->_BaseFormat
!= GL_COLOR_INDEX
);
2598 for (i
= 0; i
< n
; i
++) {
2599 GLint i0
, j0
, i1
, j1
;
2600 GLfloat t00
[4], t01
[4], t10
[4], t11
[4];
2602 GLbitfield useBorderColor
= 0x0;
2604 clamp_rect_coord_linear(tObj
->Sampler
.WrapS
, texcoords
[i
][0], width
,
2606 clamp_rect_coord_linear(tObj
->Sampler
.WrapT
, texcoords
[i
][1], height
,
2609 /* compute integer rows/columns */
2610 if (i0
< 0 || i0
>= width
) useBorderColor
|= I0BIT
;
2611 if (i1
< 0 || i1
>= width
) useBorderColor
|= I1BIT
;
2612 if (j0
< 0 || j0
>= height
) useBorderColor
|= J0BIT
;
2613 if (j1
< 0 || j1
>= height
) useBorderColor
|= J1BIT
;
2615 /* get four texel samples */
2616 if (useBorderColor
& (I0BIT
| J0BIT
))
2617 get_border_color(tObj
, img
, t00
);
2619 img
->FetchTexelf(img
, i0
, j0
, 0, t00
);
2621 if (useBorderColor
& (I1BIT
| J0BIT
))
2622 get_border_color(tObj
, img
, t10
);
2624 img
->FetchTexelf(img
, i1
, j0
, 0, t10
);
2626 if (useBorderColor
& (I0BIT
| J1BIT
))
2627 get_border_color(tObj
, img
, t01
);
2629 img
->FetchTexelf(img
, i0
, j1
, 0, t01
);
2631 if (useBorderColor
& (I1BIT
| J1BIT
))
2632 get_border_color(tObj
, img
, t11
);
2634 img
->FetchTexelf(img
, i1
, j1
, 0, t11
);
2636 lerp_rgba_2d(rgba
[i
], a
, b
, t00
, t10
, t01
, t11
);
2641 /** Sample Rect texture, using lambda to choose between min/magnification */
2643 sample_lambda_rect(struct gl_context
*ctx
,
2644 const struct gl_texture_object
*tObj
, GLuint n
,
2645 const GLfloat texcoords
[][4], const GLfloat lambda
[],
2648 GLuint minStart
, minEnd
, magStart
, magEnd
;
2650 /* We only need lambda to decide between minification and magnification.
2651 * There is no mipmapping with rectangular textures.
2653 compute_min_mag_ranges(tObj
, n
, lambda
,
2654 &minStart
, &minEnd
, &magStart
, &magEnd
);
2656 if (minStart
< minEnd
) {
2657 if (tObj
->Sampler
.MinFilter
== GL_NEAREST
) {
2658 sample_nearest_rect(ctx
, tObj
, minEnd
- minStart
,
2659 texcoords
+ minStart
, NULL
, rgba
+ minStart
);
2662 sample_linear_rect(ctx
, tObj
, minEnd
- minStart
,
2663 texcoords
+ minStart
, NULL
, rgba
+ minStart
);
2666 if (magStart
< magEnd
) {
2667 if (tObj
->Sampler
.MagFilter
== GL_NEAREST
) {
2668 sample_nearest_rect(ctx
, tObj
, magEnd
- magStart
,
2669 texcoords
+ magStart
, NULL
, rgba
+ magStart
);
2672 sample_linear_rect(ctx
, tObj
, magEnd
- magStart
,
2673 texcoords
+ magStart
, NULL
, rgba
+ magStart
);
2679 /**********************************************************************/
2680 /* 2D Texture Array Sampling Functions */
2681 /**********************************************************************/
2684 * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
2687 sample_2d_array_nearest(struct gl_context
*ctx
,
2688 const struct gl_texture_object
*tObj
,
2689 const struct gl_texture_image
*img
,
2690 const GLfloat texcoord
[4],
2693 const GLint width
= img
->Width2
; /* without border, power of two */
2694 const GLint height
= img
->Height2
; /* without border, power of two */
2695 const GLint depth
= img
->Depth
;
2700 i
= nearest_texel_location(tObj
->Sampler
.WrapS
, img
, width
, texcoord
[0]);
2701 j
= nearest_texel_location(tObj
->Sampler
.WrapT
, img
, height
, texcoord
[1]);
2702 array
= tex_array_slice(texcoord
[2], depth
);
2704 if (i
< 0 || i
>= (GLint
) img
->Width
||
2705 j
< 0 || j
>= (GLint
) img
->Height
||
2706 array
< 0 || array
>= (GLint
) img
->Depth
) {
2707 /* Need this test for GL_CLAMP_TO_BORDER mode */
2708 get_border_color(tObj
, img
, rgba
);
2711 img
->FetchTexelf(img
, i
, j
, array
, rgba
);
2717 * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
2720 sample_2d_array_linear(struct gl_context
*ctx
,
2721 const struct gl_texture_object
*tObj
,
2722 const struct gl_texture_image
*img
,
2723 const GLfloat texcoord
[4],
2726 const GLint width
= img
->Width2
;
2727 const GLint height
= img
->Height2
;
2728 const GLint depth
= img
->Depth
;
2729 GLint i0
, j0
, i1
, j1
;
2731 GLbitfield useBorderColor
= 0x0;
2733 GLfloat t00
[4], t01
[4], t10
[4], t11
[4];
2735 linear_texel_locations(tObj
->Sampler
.WrapS
, img
, width
, texcoord
[0], &i0
, &i1
, &a
);
2736 linear_texel_locations(tObj
->Sampler
.WrapT
, img
, height
, texcoord
[1], &j0
, &j1
, &b
);
2737 array
= tex_array_slice(texcoord
[2], depth
);
2739 if (array
< 0 || array
>= depth
) {
2740 COPY_4V(rgba
, tObj
->Sampler
.BorderColor
.f
);
2750 /* check if sampling texture border color */
2751 if (i0
< 0 || i0
>= width
) useBorderColor
|= I0BIT
;
2752 if (i1
< 0 || i1
>= width
) useBorderColor
|= I1BIT
;
2753 if (j0
< 0 || j0
>= height
) useBorderColor
|= J0BIT
;
2754 if (j1
< 0 || j1
>= height
) useBorderColor
|= J1BIT
;
2758 if (useBorderColor
& (I0BIT
| J0BIT
)) {
2759 get_border_color(tObj
, img
, t00
);
2762 img
->FetchTexelf(img
, i0
, j0
, array
, t00
);
2764 if (useBorderColor
& (I1BIT
| J0BIT
)) {
2765 get_border_color(tObj
, img
, t10
);
2768 img
->FetchTexelf(img
, i1
, j0
, array
, t10
);
2770 if (useBorderColor
& (I0BIT
| J1BIT
)) {
2771 get_border_color(tObj
, img
, t01
);
2774 img
->FetchTexelf(img
, i0
, j1
, array
, t01
);
2776 if (useBorderColor
& (I1BIT
| J1BIT
)) {
2777 get_border_color(tObj
, img
, t11
);
2780 img
->FetchTexelf(img
, i1
, j1
, array
, t11
);
2783 /* trilinear interpolation of samples */
2784 lerp_rgba_2d(rgba
, a
, b
, t00
, t10
, t01
, t11
);
2790 sample_2d_array_nearest_mipmap_nearest(struct gl_context
*ctx
,
2791 const struct gl_texture_object
*tObj
,
2792 GLuint n
, const GLfloat texcoord
[][4],
2793 const GLfloat lambda
[], GLfloat rgba
[][4])
2796 for (i
= 0; i
< n
; i
++) {
2797 GLint level
= nearest_mipmap_level(tObj
, lambda
[i
]);
2798 sample_2d_array_nearest(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
],
2805 sample_2d_array_linear_mipmap_nearest(struct gl_context
*ctx
,
2806 const struct gl_texture_object
*tObj
,
2807 GLuint n
, const GLfloat texcoord
[][4],
2808 const GLfloat lambda
[], GLfloat rgba
[][4])
2811 ASSERT(lambda
!= NULL
);
2812 for (i
= 0; i
< n
; i
++) {
2813 GLint level
= nearest_mipmap_level(tObj
, lambda
[i
]);
2814 sample_2d_array_linear(ctx
, tObj
, tObj
->Image
[0][level
],
2815 texcoord
[i
], rgba
[i
]);
2821 sample_2d_array_nearest_mipmap_linear(struct gl_context
*ctx
,
2822 const struct gl_texture_object
*tObj
,
2823 GLuint n
, const GLfloat texcoord
[][4],
2824 const GLfloat lambda
[], GLfloat rgba
[][4])
2827 ASSERT(lambda
!= NULL
);
2828 for (i
= 0; i
< n
; i
++) {
2829 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
2830 if (level
>= tObj
->_MaxLevel
) {
2831 sample_2d_array_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
2832 texcoord
[i
], rgba
[i
]);
2835 GLfloat t0
[4], t1
[4]; /* texels */
2836 const GLfloat f
= FRAC(lambda
[i
]);
2837 sample_2d_array_nearest(ctx
, tObj
, tObj
->Image
[0][level
],
2839 sample_2d_array_nearest(ctx
, tObj
, tObj
->Image
[0][level
+1],
2841 lerp_rgba(rgba
[i
], f
, t0
, t1
);
2848 sample_2d_array_linear_mipmap_linear(struct gl_context
*ctx
,
2849 const struct gl_texture_object
*tObj
,
2850 GLuint n
, const GLfloat texcoord
[][4],
2851 const GLfloat lambda
[], GLfloat rgba
[][4])
2854 ASSERT(lambda
!= NULL
);
2855 for (i
= 0; i
< n
; i
++) {
2856 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
2857 if (level
>= tObj
->_MaxLevel
) {
2858 sample_2d_array_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
2859 texcoord
[i
], rgba
[i
]);
2862 GLfloat t0
[4], t1
[4]; /* texels */
2863 const GLfloat f
= FRAC(lambda
[i
]);
2864 sample_2d_array_linear(ctx
, tObj
, tObj
->Image
[0][level
],
2866 sample_2d_array_linear(ctx
, tObj
, tObj
->Image
[0][level
+1],
2868 lerp_rgba(rgba
[i
], f
, t0
, t1
);
2874 /** Sample 2D Array texture, nearest filtering for both min/magnification */
2876 sample_nearest_2d_array(struct gl_context
*ctx
,
2877 const struct gl_texture_object
*tObj
, GLuint n
,
2878 const GLfloat texcoords
[][4], const GLfloat lambda
[],
2882 struct gl_texture_image
*image
= tObj
->Image
[0][tObj
->BaseLevel
];
2884 for (i
= 0; i
< n
; i
++) {
2885 sample_2d_array_nearest(ctx
, tObj
, image
, texcoords
[i
], rgba
[i
]);
2891 /** Sample 2D Array texture, linear filtering for both min/magnification */
2893 sample_linear_2d_array(struct gl_context
*ctx
,
2894 const struct gl_texture_object
*tObj
, GLuint n
,
2895 const GLfloat texcoords
[][4],
2896 const GLfloat lambda
[], GLfloat rgba
[][4])
2899 struct gl_texture_image
*image
= tObj
->Image
[0][tObj
->BaseLevel
];
2901 for (i
= 0; i
< n
; i
++) {
2902 sample_2d_array_linear(ctx
, tObj
, image
, texcoords
[i
], rgba
[i
]);
2907 /** Sample 2D Array texture, using lambda to choose between min/magnification */
2909 sample_lambda_2d_array(struct gl_context
*ctx
,
2910 const struct gl_texture_object
*tObj
, GLuint n
,
2911 const GLfloat texcoords
[][4], const GLfloat lambda
[],
2914 GLuint minStart
, minEnd
; /* texels with minification */
2915 GLuint magStart
, magEnd
; /* texels with magnification */
2918 ASSERT(lambda
!= NULL
);
2919 compute_min_mag_ranges(tObj
, n
, lambda
,
2920 &minStart
, &minEnd
, &magStart
, &magEnd
);
2922 if (minStart
< minEnd
) {
2923 /* do the minified texels */
2924 GLuint m
= minEnd
- minStart
;
2925 switch (tObj
->Sampler
.MinFilter
) {
2927 for (i
= minStart
; i
< minEnd
; i
++)
2928 sample_2d_array_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
2929 texcoords
[i
], rgba
[i
]);
2932 for (i
= minStart
; i
< minEnd
; i
++)
2933 sample_2d_array_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
2934 texcoords
[i
], rgba
[i
]);
2936 case GL_NEAREST_MIPMAP_NEAREST
:
2937 sample_2d_array_nearest_mipmap_nearest(ctx
, tObj
, m
,
2938 texcoords
+ minStart
,
2942 case GL_LINEAR_MIPMAP_NEAREST
:
2943 sample_2d_array_linear_mipmap_nearest(ctx
, tObj
, m
,
2944 texcoords
+ minStart
,
2948 case GL_NEAREST_MIPMAP_LINEAR
:
2949 sample_2d_array_nearest_mipmap_linear(ctx
, tObj
, m
,
2950 texcoords
+ minStart
,
2954 case GL_LINEAR_MIPMAP_LINEAR
:
2955 sample_2d_array_linear_mipmap_linear(ctx
, tObj
, m
,
2956 texcoords
+ minStart
,
2961 _mesa_problem(ctx
, "Bad min filter in sample_2d_array_texture");
2966 if (magStart
< magEnd
) {
2967 /* do the magnified texels */
2968 switch (tObj
->Sampler
.MagFilter
) {
2970 for (i
= magStart
; i
< magEnd
; i
++)
2971 sample_2d_array_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
2972 texcoords
[i
], rgba
[i
]);
2975 for (i
= magStart
; i
< magEnd
; i
++)
2976 sample_2d_array_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
2977 texcoords
[i
], rgba
[i
]);
2980 _mesa_problem(ctx
, "Bad mag filter in sample_2d_array_texture");
2989 /**********************************************************************/
2990 /* 1D Texture Array Sampling Functions */
2991 /**********************************************************************/
2994 * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
2997 sample_1d_array_nearest(struct gl_context
*ctx
,
2998 const struct gl_texture_object
*tObj
,
2999 const struct gl_texture_image
*img
,
3000 const GLfloat texcoord
[4],
3003 const GLint width
= img
->Width2
; /* without border, power of two */
3004 const GLint height
= img
->Height
;
3009 i
= nearest_texel_location(tObj
->Sampler
.WrapS
, img
, width
, texcoord
[0]);
3010 array
= tex_array_slice(texcoord
[1], height
);
3012 if (i
< 0 || i
>= (GLint
) img
->Width
||
3013 array
< 0 || array
>= (GLint
) img
->Height
) {
3014 /* Need this test for GL_CLAMP_TO_BORDER mode */
3015 get_border_color(tObj
, img
, rgba
);
3018 img
->FetchTexelf(img
, i
, array
, 0, rgba
);
3024 * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
3027 sample_1d_array_linear(struct gl_context
*ctx
,
3028 const struct gl_texture_object
*tObj
,
3029 const struct gl_texture_image
*img
,
3030 const GLfloat texcoord
[4],
3033 const GLint width
= img
->Width2
;
3034 const GLint height
= img
->Height
;
3037 GLbitfield useBorderColor
= 0x0;
3039 GLfloat t0
[4], t1
[4];
3041 linear_texel_locations(tObj
->Sampler
.WrapS
, img
, width
, texcoord
[0], &i0
, &i1
, &a
);
3042 array
= tex_array_slice(texcoord
[1], height
);
3049 /* check if sampling texture border color */
3050 if (i0
< 0 || i0
>= width
) useBorderColor
|= I0BIT
;
3051 if (i1
< 0 || i1
>= width
) useBorderColor
|= I1BIT
;
3054 if (array
< 0 || array
>= height
) useBorderColor
|= K0BIT
;
3057 if (useBorderColor
& (I0BIT
| K0BIT
)) {
3058 get_border_color(tObj
, img
, t0
);
3061 img
->FetchTexelf(img
, i0
, array
, 0, t0
);
3063 if (useBorderColor
& (I1BIT
| K0BIT
)) {
3064 get_border_color(tObj
, img
, t1
);
3067 img
->FetchTexelf(img
, i1
, array
, 0, t1
);
3070 /* bilinear interpolation of samples */
3071 lerp_rgba(rgba
, a
, t0
, t1
);
3076 sample_1d_array_nearest_mipmap_nearest(struct gl_context
*ctx
,
3077 const struct gl_texture_object
*tObj
,
3078 GLuint n
, const GLfloat texcoord
[][4],
3079 const GLfloat lambda
[], GLfloat rgba
[][4])
3082 for (i
= 0; i
< n
; i
++) {
3083 GLint level
= nearest_mipmap_level(tObj
, lambda
[i
]);
3084 sample_1d_array_nearest(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
],
3091 sample_1d_array_linear_mipmap_nearest(struct gl_context
*ctx
,
3092 const struct gl_texture_object
*tObj
,
3093 GLuint n
, const GLfloat texcoord
[][4],
3094 const GLfloat lambda
[], GLfloat rgba
[][4])
3097 ASSERT(lambda
!= NULL
);
3098 for (i
= 0; i
< n
; i
++) {
3099 GLint level
= nearest_mipmap_level(tObj
, lambda
[i
]);
3100 sample_1d_array_linear(ctx
, tObj
, tObj
->Image
[0][level
],
3101 texcoord
[i
], rgba
[i
]);
3107 sample_1d_array_nearest_mipmap_linear(struct gl_context
*ctx
,
3108 const struct gl_texture_object
*tObj
,
3109 GLuint n
, const GLfloat texcoord
[][4],
3110 const GLfloat lambda
[], GLfloat rgba
[][4])
3113 ASSERT(lambda
!= NULL
);
3114 for (i
= 0; i
< n
; i
++) {
3115 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
3116 if (level
>= tObj
->_MaxLevel
) {
3117 sample_1d_array_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
3118 texcoord
[i
], rgba
[i
]);
3121 GLfloat t0
[4], t1
[4]; /* texels */
3122 const GLfloat f
= FRAC(lambda
[i
]);
3123 sample_1d_array_nearest(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], t0
);
3124 sample_1d_array_nearest(ctx
, tObj
, tObj
->Image
[0][level
+1], texcoord
[i
], t1
);
3125 lerp_rgba(rgba
[i
], f
, t0
, t1
);
3132 sample_1d_array_linear_mipmap_linear(struct gl_context
*ctx
,
3133 const struct gl_texture_object
*tObj
,
3134 GLuint n
, const GLfloat texcoord
[][4],
3135 const GLfloat lambda
[], GLfloat rgba
[][4])
3138 ASSERT(lambda
!= NULL
);
3139 for (i
= 0; i
< n
; i
++) {
3140 GLint level
= linear_mipmap_level(tObj
, lambda
[i
]);
3141 if (level
>= tObj
->_MaxLevel
) {
3142 sample_1d_array_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->_MaxLevel
],
3143 texcoord
[i
], rgba
[i
]);
3146 GLfloat t0
[4], t1
[4]; /* texels */
3147 const GLfloat f
= FRAC(lambda
[i
]);
3148 sample_1d_array_linear(ctx
, tObj
, tObj
->Image
[0][level
], texcoord
[i
], t0
);
3149 sample_1d_array_linear(ctx
, tObj
, tObj
->Image
[0][level
+1], texcoord
[i
], t1
);
3150 lerp_rgba(rgba
[i
], f
, t0
, t1
);
3156 /** Sample 1D Array texture, nearest filtering for both min/magnification */
3158 sample_nearest_1d_array(struct gl_context
*ctx
,
3159 const struct gl_texture_object
*tObj
, GLuint n
,
3160 const GLfloat texcoords
[][4], const GLfloat lambda
[],
3164 struct gl_texture_image
*image
= tObj
->Image
[0][tObj
->BaseLevel
];
3166 for (i
= 0; i
< n
; i
++) {
3167 sample_1d_array_nearest(ctx
, tObj
, image
, texcoords
[i
], rgba
[i
]);
3172 /** Sample 1D Array texture, linear filtering for both min/magnification */
3174 sample_linear_1d_array(struct gl_context
*ctx
,
3175 const struct gl_texture_object
*tObj
, GLuint n
,
3176 const GLfloat texcoords
[][4],
3177 const GLfloat lambda
[], GLfloat rgba
[][4])
3180 struct gl_texture_image
*image
= tObj
->Image
[0][tObj
->BaseLevel
];
3182 for (i
= 0; i
< n
; i
++) {
3183 sample_1d_array_linear(ctx
, tObj
, image
, texcoords
[i
], rgba
[i
]);
3188 /** Sample 1D Array texture, using lambda to choose between min/magnification */
3190 sample_lambda_1d_array(struct gl_context
*ctx
,
3191 const struct gl_texture_object
*tObj
, GLuint n
,
3192 const GLfloat texcoords
[][4], const GLfloat lambda
[],
3195 GLuint minStart
, minEnd
; /* texels with minification */
3196 GLuint magStart
, magEnd
; /* texels with magnification */
3199 ASSERT(lambda
!= NULL
);
3200 compute_min_mag_ranges(tObj
, n
, lambda
,
3201 &minStart
, &minEnd
, &magStart
, &magEnd
);
3203 if (minStart
< minEnd
) {
3204 /* do the minified texels */
3205 GLuint m
= minEnd
- minStart
;
3206 switch (tObj
->Sampler
.MinFilter
) {
3208 for (i
= minStart
; i
< minEnd
; i
++)
3209 sample_1d_array_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
3210 texcoords
[i
], rgba
[i
]);
3213 for (i
= minStart
; i
< minEnd
; i
++)
3214 sample_1d_array_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
3215 texcoords
[i
], rgba
[i
]);
3217 case GL_NEAREST_MIPMAP_NEAREST
:
3218 sample_1d_array_nearest_mipmap_nearest(ctx
, tObj
, m
, texcoords
+ minStart
,
3219 lambda
+ minStart
, rgba
+ minStart
);
3221 case GL_LINEAR_MIPMAP_NEAREST
:
3222 sample_1d_array_linear_mipmap_nearest(ctx
, tObj
, m
,
3223 texcoords
+ minStart
,
3227 case GL_NEAREST_MIPMAP_LINEAR
:
3228 sample_1d_array_nearest_mipmap_linear(ctx
, tObj
, m
, texcoords
+ minStart
,
3229 lambda
+ minStart
, rgba
+ minStart
);
3231 case GL_LINEAR_MIPMAP_LINEAR
:
3232 sample_1d_array_linear_mipmap_linear(ctx
, tObj
, m
,
3233 texcoords
+ minStart
,
3238 _mesa_problem(ctx
, "Bad min filter in sample_1d_array_texture");
3243 if (magStart
< magEnd
) {
3244 /* do the magnified texels */
3245 switch (tObj
->Sampler
.MagFilter
) {
3247 for (i
= magStart
; i
< magEnd
; i
++)
3248 sample_1d_array_nearest(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
3249 texcoords
[i
], rgba
[i
]);
3252 for (i
= magStart
; i
< magEnd
; i
++)
3253 sample_1d_array_linear(ctx
, tObj
, tObj
->Image
[0][tObj
->BaseLevel
],
3254 texcoords
[i
], rgba
[i
]);
3257 _mesa_problem(ctx
, "Bad mag filter in sample_1d_array_texture");
3265 * Compare texcoord against depth sample. Return 1.0 or the ambient value.
3267 static INLINE GLfloat
3268 shadow_compare(GLenum function
, GLfloat coord
, GLfloat depthSample
,
3273 return (coord
<= depthSample
) ? 1.0F
: ambient
;
3275 return (coord
>= depthSample
) ? 1.0F
: ambient
;
3277 return (coord
< depthSample
) ? 1.0F
: ambient
;
3279 return (coord
> depthSample
) ? 1.0F
: ambient
;
3281 return (coord
== depthSample
) ? 1.0F
: ambient
;
3283 return (coord
!= depthSample
) ? 1.0F
: ambient
;
3291 _mesa_problem(NULL
, "Bad compare func in shadow_compare");
3298 * Compare texcoord against four depth samples.
3300 static INLINE GLfloat
3301 shadow_compare4(GLenum function
, GLfloat coord
,
3302 GLfloat depth00
, GLfloat depth01
,
3303 GLfloat depth10
, GLfloat depth11
,
3304 GLfloat ambient
, GLfloat wi
, GLfloat wj
)
3306 const GLfloat d
= (1.0F
- (GLfloat
) ambient
) * 0.25F
;
3307 GLfloat luminance
= 1.0F
;
3311 if (coord
> depth00
) luminance
-= d
;
3312 if (coord
> depth01
) luminance
-= d
;
3313 if (coord
> depth10
) luminance
-= d
;
3314 if (coord
> depth11
) luminance
-= d
;
3317 if (coord
< depth00
) luminance
-= d
;
3318 if (coord
< depth01
) luminance
-= d
;
3319 if (coord
< depth10
) luminance
-= d
;
3320 if (coord
< depth11
) luminance
-= d
;
3323 if (coord
>= depth00
) luminance
-= d
;
3324 if (coord
>= depth01
) luminance
-= d
;
3325 if (coord
>= depth10
) luminance
-= d
;
3326 if (coord
>= depth11
) luminance
-= d
;
3329 if (coord
<= depth00
) luminance
-= d
;
3330 if (coord
<= depth01
) luminance
-= d
;
3331 if (coord
<= depth10
) luminance
-= d
;
3332 if (coord
<= depth11
) luminance
-= d
;
3335 if (coord
!= depth00
) luminance
-= d
;
3336 if (coord
!= depth01
) luminance
-= d
;
3337 if (coord
!= depth10
) luminance
-= d
;
3338 if (coord
!= depth11
) luminance
-= d
;
3341 if (coord
== depth00
) luminance
-= d
;
3342 if (coord
== depth01
) luminance
-= d
;
3343 if (coord
== depth10
) luminance
-= d
;
3344 if (coord
== depth11
) luminance
-= d
;
3351 /* ordinary bilinear filtering */
3352 return lerp_2d(wi
, wj
, depth00
, depth10
, depth01
, depth11
);
3354 _mesa_problem(NULL
, "Bad compare func in sample_compare4");
3361 * Choose the mipmap level to use when sampling from a depth texture.
3364 choose_depth_texture_level(const struct gl_texture_object
*tObj
, GLfloat lambda
)
3368 if (tObj
->Sampler
.MinFilter
== GL_NEAREST
|| tObj
->Sampler
.MinFilter
== GL_LINEAR
) {
3369 /* no mipmapping - use base level */
3370 level
= tObj
->BaseLevel
;
3373 /* choose mipmap level */
3374 lambda
= CLAMP(lambda
, tObj
->Sampler
.MinLod
, tObj
->Sampler
.MaxLod
);
3375 level
= (GLint
) lambda
;
3376 level
= CLAMP(level
, tObj
->BaseLevel
, tObj
->_MaxLevel
);
3384 * Sample a shadow/depth texture. This function is incomplete. It doesn't
3385 * check for minification vs. magnification, etc.
3388 sample_depth_texture( struct gl_context
*ctx
,
3389 const struct gl_texture_object
*tObj
, GLuint n
,
3390 const GLfloat texcoords
[][4], const GLfloat lambda
[],
3391 GLfloat texel
[][4] )
3393 const GLint level
= choose_depth_texture_level(tObj
, lambda
[0]);
3394 const struct gl_texture_image
*img
= tObj
->Image
[0][level
];
3395 const GLint width
= img
->Width
;
3396 const GLint height
= img
->Height
;
3397 const GLint depth
= img
->Depth
;
3398 const GLuint compare_coord
= (tObj
->Target
== GL_TEXTURE_2D_ARRAY_EXT
)
3404 ASSERT(img
->_BaseFormat
== GL_DEPTH_COMPONENT
||
3405 img
->_BaseFormat
== GL_DEPTH_STENCIL_EXT
);
3407 ASSERT(tObj
->Target
== GL_TEXTURE_1D
||
3408 tObj
->Target
== GL_TEXTURE_2D
||
3409 tObj
->Target
== GL_TEXTURE_RECTANGLE_NV
||
3410 tObj
->Target
== GL_TEXTURE_1D_ARRAY_EXT
||
3411 tObj
->Target
== GL_TEXTURE_2D_ARRAY_EXT
);
3413 ambient
= tObj
->Sampler
.CompareFailValue
;
3415 /* XXXX if tObj->Sampler.MinFilter != tObj->Sampler.MagFilter, we're ignoring lambda */
3417 function
= (tObj
->Sampler
.CompareMode
== GL_COMPARE_R_TO_TEXTURE_ARB
) ?
3418 tObj
->Sampler
.CompareFunc
: GL_NONE
;
3420 if (tObj
->Sampler
.MagFilter
== GL_NEAREST
) {
3422 for (i
= 0; i
< n
; i
++) {
3423 GLfloat depthSample
, depthRef
;
3424 GLint col
, row
, slice
;
3426 nearest_texcoord(tObj
, level
, texcoords
[i
], &col
, &row
, &slice
);
3428 if (col
>= 0 && row
>= 0 && col
< width
&& row
< height
&&
3429 slice
>= 0 && slice
< depth
) {
3430 img
->FetchTexelf(img
, col
, row
, slice
, &depthSample
);
3433 depthSample
= tObj
->Sampler
.BorderColor
.f
[0];
3436 depthRef
= CLAMP(texcoords
[i
][compare_coord
], 0.0F
, 1.0F
);
3438 result
= shadow_compare(function
, depthRef
, depthSample
, ambient
);
3440 switch (tObj
->Sampler
.DepthMode
) {
3442 ASSIGN_4V(texel
[i
], result
, result
, result
, 1.0F
);
3445 ASSIGN_4V(texel
[i
], result
, result
, result
, result
);
3448 ASSIGN_4V(texel
[i
], 0.0F
, 0.0F
, 0.0F
, result
);
3451 ASSIGN_4V(texel
[i
], result
, 0.0F
, 0.0F
, 1.0F
);
3454 _mesa_problem(ctx
, "Bad depth texture mode");
3460 ASSERT(tObj
->Sampler
.MagFilter
== GL_LINEAR
);
3461 for (i
= 0; i
< n
; i
++) {
3462 GLfloat depth00
, depth01
, depth10
, depth11
, depthRef
;
3463 GLint i0
, i1
, j0
, j1
;
3466 GLuint useBorderTexel
;
3468 linear_texcoord(tObj
, level
, texcoords
[i
], &i0
, &i1
, &j0
, &j1
, &slice
,
3475 if (tObj
->Target
!= GL_TEXTURE_1D_ARRAY_EXT
) {
3481 if (i0
< 0 || i0
>= (GLint
) width
) useBorderTexel
|= I0BIT
;
3482 if (i1
< 0 || i1
>= (GLint
) width
) useBorderTexel
|= I1BIT
;
3483 if (j0
< 0 || j0
>= (GLint
) height
) useBorderTexel
|= J0BIT
;
3484 if (j1
< 0 || j1
>= (GLint
) height
) useBorderTexel
|= J1BIT
;
3487 if (slice
< 0 || slice
>= (GLint
) depth
) {
3488 depth00
= tObj
->Sampler
.BorderColor
.f
[0];
3489 depth01
= tObj
->Sampler
.BorderColor
.f
[0];
3490 depth10
= tObj
->Sampler
.BorderColor
.f
[0];
3491 depth11
= tObj
->Sampler
.BorderColor
.f
[0];
3494 /* get four depth samples from the texture */
3495 if (useBorderTexel
& (I0BIT
| J0BIT
)) {
3496 depth00
= tObj
->Sampler
.BorderColor
.f
[0];
3499 img
->FetchTexelf(img
, i0
, j0
, slice
, &depth00
);
3501 if (useBorderTexel
& (I1BIT
| J0BIT
)) {
3502 depth10
= tObj
->Sampler
.BorderColor
.f
[0];
3505 img
->FetchTexelf(img
, i1
, j0
, slice
, &depth10
);
3508 if (tObj
->Target
!= GL_TEXTURE_1D_ARRAY_EXT
) {
3509 if (useBorderTexel
& (I0BIT
| J1BIT
)) {
3510 depth01
= tObj
->Sampler
.BorderColor
.f
[0];
3513 img
->FetchTexelf(img
, i0
, j1
, slice
, &depth01
);
3515 if (useBorderTexel
& (I1BIT
| J1BIT
)) {
3516 depth11
= tObj
->Sampler
.BorderColor
.f
[0];
3519 img
->FetchTexelf(img
, i1
, j1
, slice
, &depth11
);
3528 depthRef
= CLAMP(texcoords
[i
][compare_coord
], 0.0F
, 1.0F
);
3530 result
= shadow_compare4(function
, depthRef
,
3531 depth00
, depth01
, depth10
, depth11
,
3534 switch (tObj
->Sampler
.DepthMode
) {
3536 ASSIGN_4V(texel
[i
], result
, result
, result
, 1.0F
);
3539 ASSIGN_4V(texel
[i
], result
, result
, result
, result
);
3542 ASSIGN_4V(texel
[i
], 0.0F
, 0.0F
, 0.0F
, result
);
3545 _mesa_problem(ctx
, "Bad depth texture mode");
3554 * We use this function when a texture object is in an "incomplete" state.
3555 * When a fragment program attempts to sample an incomplete texture we
3556 * return black (see issue 23 in GL_ARB_fragment_program spec).
3557 * Note: fragment programs don't observe the texture enable/disable flags.
3560 null_sample_func( struct gl_context
*ctx
,
3561 const struct gl_texture_object
*tObj
, GLuint n
,
3562 const GLfloat texcoords
[][4], const GLfloat lambda
[],
3570 for (i
= 0; i
< n
; i
++) {
3574 rgba
[i
][ACOMP
] = 1.0;
3580 * Choose the texture sampling function for the given texture object.
3583 _swrast_choose_texture_sample_func( struct gl_context
*ctx
,
3584 const struct gl_texture_object
*t
)
3586 if (!t
|| !t
->_Complete
) {
3587 return &null_sample_func
;
3590 const GLboolean needLambda
=
3591 (GLboolean
) (t
->Sampler
.MinFilter
!= t
->Sampler
.MagFilter
);
3592 const GLenum format
= t
->Image
[0][t
->BaseLevel
]->_BaseFormat
;
3594 switch (t
->Target
) {
3596 if (format
== GL_DEPTH_COMPONENT
|| format
== GL_DEPTH_STENCIL_EXT
) {
3597 return &sample_depth_texture
;
3599 else if (needLambda
) {
3600 return &sample_lambda_1d
;
3602 else if (t
->Sampler
.MinFilter
== GL_LINEAR
) {
3603 return &sample_linear_1d
;
3606 ASSERT(t
->Sampler
.MinFilter
== GL_NEAREST
);
3607 return &sample_nearest_1d
;
3610 if (format
== GL_DEPTH_COMPONENT
|| format
== GL_DEPTH_STENCIL_EXT
) {
3611 return &sample_depth_texture
;
3613 else if (needLambda
) {
3614 /* Anisotropic filtering extension. Activated only if mipmaps are used */
3615 if (t
->Sampler
.MaxAnisotropy
> 1.0 &&
3616 t
->Sampler
.MinFilter
== GL_LINEAR_MIPMAP_LINEAR
) {
3617 return &sample_lambda_2d_aniso
;
3619 return &sample_lambda_2d
;
3621 else if (t
->Sampler
.MinFilter
== GL_LINEAR
) {
3622 return &sample_linear_2d
;
3625 /* check for a few optimized cases */
3626 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
3627 ASSERT(t
->Sampler
.MinFilter
== GL_NEAREST
);
3628 if (t
->Sampler
.WrapS
== GL_REPEAT
&&
3629 t
->Sampler
.WrapT
== GL_REPEAT
&&
3630 img
->_IsPowerOfTwo
&&
3632 img
->TexFormat
== MESA_FORMAT_RGB888
) {
3633 return &opt_sample_rgb_2d
;
3635 else if (t
->Sampler
.WrapS
== GL_REPEAT
&&
3636 t
->Sampler
.WrapT
== GL_REPEAT
&&
3637 img
->_IsPowerOfTwo
&&
3639 img
->TexFormat
== MESA_FORMAT_RGBA8888
) {
3640 return &opt_sample_rgba_2d
;
3643 return &sample_nearest_2d
;
3648 return &sample_lambda_3d
;
3650 else if (t
->Sampler
.MinFilter
== GL_LINEAR
) {
3651 return &sample_linear_3d
;
3654 ASSERT(t
->Sampler
.MinFilter
== GL_NEAREST
);
3655 return &sample_nearest_3d
;
3657 case GL_TEXTURE_CUBE_MAP
:
3659 return &sample_lambda_cube
;
3661 else if (t
->Sampler
.MinFilter
== GL_LINEAR
) {
3662 return &sample_linear_cube
;
3665 ASSERT(t
->Sampler
.MinFilter
== GL_NEAREST
);
3666 return &sample_nearest_cube
;
3668 case GL_TEXTURE_RECTANGLE_NV
:
3669 if (format
== GL_DEPTH_COMPONENT
|| format
== GL_DEPTH_STENCIL_EXT
) {
3670 return &sample_depth_texture
;
3672 else if (needLambda
) {
3673 return &sample_lambda_rect
;
3675 else if (t
->Sampler
.MinFilter
== GL_LINEAR
) {
3676 return &sample_linear_rect
;
3679 ASSERT(t
->Sampler
.MinFilter
== GL_NEAREST
);
3680 return &sample_nearest_rect
;
3682 case GL_TEXTURE_1D_ARRAY_EXT
:
3684 return &sample_lambda_1d_array
;
3686 else if (t
->Sampler
.MinFilter
== GL_LINEAR
) {
3687 return &sample_linear_1d_array
;
3690 ASSERT(t
->Sampler
.MinFilter
== GL_NEAREST
);
3691 return &sample_nearest_1d_array
;
3693 case GL_TEXTURE_2D_ARRAY_EXT
:
3695 return &sample_lambda_2d_array
;
3697 else if (t
->Sampler
.MinFilter
== GL_LINEAR
) {
3698 return &sample_linear_2d_array
;
3701 ASSERT(t
->Sampler
.MinFilter
== GL_NEAREST
);
3702 return &sample_nearest_2d_array
;
3706 "invalid target in _swrast_choose_texture_sample_func");
3707 return &null_sample_func
;