Remove unused sampler parameter The sampling routine no longer requires a sampler parameter, since all data is treated as state instead. Bug: b/151957215 Change-Id: I1917bf78ef18f6726ed6c87525f0bc42356d5c19 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/42589 Tested-by: Nicolas Capens <nicolascapens@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/Pipeline/SamplerCore.cpp b/src/Pipeline/SamplerCore.cpp index c1031e1..50bbb96 100644 --- a/src/Pipeline/SamplerCore.cpp +++ b/src/Pipeline/SamplerCore.cpp
@@ -56,7 +56,7 @@ { } -Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function) +Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function) { Vector4f c; @@ -84,16 +84,16 @@ { if(!isCube()) { - computeLod(texture, sampler, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, dsx, dsy, function); + computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, dsx, dsy, function); } else { - computeLodCube(texture, sampler, lod, uvw[0], uvw[1], uvw[2], dsx, dsy, M, function); + computeLodCube(texture, lod, uvw[0], uvw[1], uvw[2], dsx, dsy, M, function); } } else { - computeLod3D(texture, sampler, lod, uuuu, vvvv, wwww, dsx, dsy, function); + computeLod3D(texture, lod, uuuu, vvvv, wwww, dsx, dsy, function); } Float bias = state.mipLodBias; @@ -1160,7 +1160,7 @@ return lod; } -void SamplerCore::computeLod(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, Float4 &dsx, Float4 &dsy, SamplerFunction function) +void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, Float4 &dsx, Float4 &dsy, SamplerFunction function) { Float4 duvdxy; @@ -1206,7 +1206,7 @@ lod = log2sqrt(lod); // log2(sqrt(lod)) } -void SamplerCore::computeLodCube(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function) +void SamplerCore::computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function) { Float4 dudxy, dvdxy, dsdxy; @@ -1247,7 +1247,7 @@ lod = log2(lod); } -void SamplerCore::computeLod3D(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, Float4 &dsx, Float4 &dsy, SamplerFunction function) +void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, Float4 &dsx, Float4 &dsy, SamplerFunction function) { Float4 dudxy, dvdxy, dsdxy;
diff --git a/src/Pipeline/SamplerCore.hpp b/src/Pipeline/SamplerCore.hpp index f7b6122..5f00148 100644 --- a/src/Pipeline/SamplerCore.hpp +++ b/src/Pipeline/SamplerCore.hpp
@@ -62,7 +62,7 @@ public: SamplerCore(Pointer<Byte> &constants, const Sampler &state); - Vector4f sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function); + Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function); private: Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod); @@ -78,9 +78,9 @@ Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); Float log2sqrt(Float lod); Float log2(Float lod); - void computeLod(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy, SamplerFunction function); - void computeLodCube(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function); - void computeLod3D(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, SamplerFunction function); + void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy, SamplerFunction function); + void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function); + void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, SamplerFunction function); Int4 cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M); Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode); void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Short4 &cubeArrayId, const Int4 &sampleId, SamplerFunction function);
diff --git a/src/Pipeline/SpirvShader.hpp b/src/Pipeline/SpirvShader.hpp index e9876c7..a12e9eb 100644 --- a/src/Pipeline/SpirvShader.hpp +++ b/src/Pipeline/SpirvShader.hpp
@@ -135,7 +135,7 @@ using InsnStore = std::vector<uint32_t>; InsnStore insns; - using ImageSampler = void(void *texture, void *sampler, void *uvsIn, void *texelOut, void *constants); + using ImageSampler = void(void *texture, void *uvsIn, void *texelOut, void *constants); enum class YieldResult {
diff --git a/src/Pipeline/SpirvShaderImage.cpp b/src/Pipeline/SpirvShaderImage.cpp index 4321537..ed3c8ba 100644 --- a/src/Pipeline/SpirvShaderImage.cpp +++ b/src/Pipeline/SpirvShaderImage.cpp
@@ -304,7 +304,7 @@ } Array<SIMD::Float> out(4); - Call<ImageSampler>(cache.function, texture, sampler, &in[0], &out[0], state->routine->constants); + Call<ImageSampler>(cache.function, texture, &in[0], &out[0], state->routine->constants); for(auto i = 0u; i < resultType.sizeInComponents; i++) { result.move(i, out[i]); }
diff --git a/src/Pipeline/SpirvShaderSampling.cpp b/src/Pipeline/SpirvShaderSampling.cpp index 1cd77c3..23acd23 100644 --- a/src/Pipeline/SpirvShaderSampling.cpp +++ b/src/Pipeline/SpirvShaderSampling.cpp
@@ -106,13 +106,12 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction instruction, const Sampler &samplerState) { // TODO(b/129523279): Hold a separate mutex lock for the sampler being built. - rr::Function<Void(Pointer<Byte>, Pointer<Byte>, Pointer<SIMD::Float>, Pointer<SIMD::Float>, Pointer<Byte>)> function; + rr::Function<Void(Pointer<Byte>, Pointer<SIMD::Float>, Pointer<SIMD::Float>, Pointer<Byte>)> function; { Pointer<Byte> texture = function.Arg<0>(); - Pointer<Byte> sampler = function.Arg<1>(); - Pointer<SIMD::Float> in = function.Arg<2>(); - Pointer<SIMD::Float> out = function.Arg<3>(); - Pointer<Byte> constants = function.Arg<4>(); + Pointer<SIMD::Float> in = function.Arg<1>(); + Pointer<SIMD::Float> out = function.Arg<2>(); + Pointer<Byte> constants = function.Arg<3>(); SIMD::Float uvw[4] = { 0, 0, 0, 0 }; SIMD::Float q = 0; @@ -203,7 +202,7 @@ dPdy.y = Float(0.0f); } - Vector4f sample = s.sampleTexture(texture, sampler, uvw, q, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction); + Vector4f sample = s.sampleTexture(texture, uvw, q, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction); Pointer<Float> rgba = out; rgba[0 * SIMD::Width + i] = Pointer<Float>(&sample.x)[i]; @@ -214,7 +213,7 @@ } else { - Vector4f sample = s.sampleTexture(texture, sampler, uvw, q, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction); + Vector4f sample = s.sampleTexture(texture, uvw, q, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction); Pointer<SIMD::Float> rgba = out; rgba[0] = sample.x;